Commit Graph

258 Commits

Author SHA1 Message Date
Rob Pearce e8cc823d72 - [+] Go to 256 colour mode!
- [+] enable it
    - [+] adjust colour enum definitions
    - [+] adjust usage of colour enums in *.c
    - [+] redo celltype colours
    - [+] redo all lf colours in data.c
    - [+] redo all object colours in data.c
    - [+] fix potioncolours etc
    - [+] get background colours working again.....
- [+] You walk down the staircase...  Invalid racename 'random' in
      vault monsterzoo
- [+] gaining/losing god bonus - only announce first one you lose/gain!
- [+] knockout bugs:
    - [+] "you knock out the pixie"... then there' s pixie corpse.
    - [+] shouldn't be able to KO robots!
- [+] don't say "you kill baba yaga's hut", say "you defeat xxx"
- [+] alignment change
    - [+] should become evil if you worship hecta
    - [+] ...and good if you worship glorana
    - [+]  -15% xp forever.
- [+] shoudl become prone when hit by falling door trap.
- [+] TEMPERATURE
    - [+] habitat->basetemperature 
        - [+] VCOLD = <=0
        - [+] COLD=1-11
        - [+] COOL=12-18
        - [+] AVERAGE = 19-22
        - [+] WARM=23-29
        - [+] HOT=30-35
        - [+] VHOT=36+
    - [+] getcelltemperature()
        - [+] start with habitat temperature
        - [+] adding/removing/moving nearby fire makes cells hotter
        - [+] adding/removing/moving nearby blizzards, hailstorms, ice
              etc make cells cooler
    - [+] getlftemp()
        - [+] start with getcelltemp
        - [+] adjust for warm/cold blood, resistances, etc
    - [+] hot  effects
        - [+] stamina is used more quickly
        - [+] ice melts very fast (turns to water)
        - [+] food goes bad very quickly
        - [+] things made of ice take damage every turn. in
              startlfturn() ?
    - [+] cold effects
        - [+] exposed body parts give  penalties to accuracy
            - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28)
        - [+] no effect on furred things like bears. make them
              cold-resistant or immune.
        * [+] medium chance to shiver... chance to drop weapons
        * [+] low chance to catch cold (check cold damage code)
        - [+] nothing ever melts
        - [+] food never goes bad
        - [+] water freezes( turns to ice)
        - [+] things made of fire take _extra_ damage (in attack.c) 
    - [+] Show YOUR temperature in @@
    - [+] Show other's temp in @@ if our lore is high enough
    - [+] notify when temperature changes.
    - [+] just like igniting other fires, fires should deal fire damage
          to surrounding cells
    - [+] heat/cold should affect SURRONDING cells too.
    - [+] maybe: instead of checking cell temp every time, recalc cell
          temp whenever:
        - [+] create cells with habitat base temperature
        - [+] we add a new object
        - [+] we move an object
        - [+] we remove an object
        - [+] SAVE cell temperature now.
    - [+] show cold/hot in statusbar.
    - [+] cold announcement not working.
    - [+] change glaciate:
        - [+] create "unnatural coldness" object
    - [+] cold snap: (l2)
        - [+] create "unnatural coldness" in a radius
    - [+] heatwave (l2) or "oppressive heat"
        - [+] create "unnatural heat" in a radius
    - [+] add fur coats to creatures (ie. resistcold)
- [+] ice cave level
    - [+] walls = ice.
    - [+] floor = metal
    - [+] creation similar to swamp:
        - [+] make dungeon
        - [+] change solid walls to ice
    - [+] limit room size to small.
    - [+] floor = snow
    - [+] temperature
        - [+] base temperature is cold
    - [+] ice-themed monsters
    - [+] ice-themed objects
2012-11-27 10:27:54 +00:00
Rob Pearce d39e7ea7c1 - [+] gunpoweder should be unstable - explode on ANY dam.
- [+] mosnter facing being set to -. debug with forced break. fixed.
- [+] fix territorial monster crash.
- [+] CRASH in celldangerous when undead avoiding holy circles.
- [+] alternate text for 'ineffectually'
- [+] need an announce for bjorn's ecstatic ability (ehavy blow)
- [+] whenever you gain a new godbonus, give you a grace period
- [+] change selectweapon so i can specify valid choices
    - [+] have multiple F_SELECTWEAPON flags, v0 = object. (or text?)
    - [+] getflags() then pick from these.
- [+] hwen gunpowder inside a barrel explodes:
    - [+] say "the barrel explodes", since that's what you can see
    - [+] explosion should actually work!!!
- [+] lethargy should drain lots more stamina now that exhaustion
      doesn't prevent attacks
- [+] thrown knifes not doing enough damage.
    - [+] fireat(): dam = throwdam(2) + speed(2)
          dealing 3 damage
    - [+] maybe increase throwdam to 4.
    - [+] check otehr throwmissiles too
2012-11-25 19:57:49 +00:00
Rob Pearce 5b28b3571e - [+] when seeing footprints, give size. ("you see small footprints")
- [+] barrels sometimes have things other than food/potions
    - [+] when you generate a container objects, lookup its contents
          class and add F_STARTOB flags before calling givestartobs
    - [+] examples:
        - [+] a single dead corpse.
        - [+] food & drink
        - [+] lots of one particular dry things (salt, sugar)
        - [+] water
        - [+] gunpowder
        - [+] ammo
- [+] engineering mods
    - [+] adept: dismantle doors
    - [+] adept: dismantle WALLS- ie. do dig without using a tool.
        - [+] only some walls.  ones which have been constructed.
            - [+] ie. brick.  wood.
            - [+] NOT stone or metal.
    - [+] skilled: double wall dam
New psionic spells:
- [+] precognition (l2, +5 ev)
- [+] psionic blast (stun all around)
- [+] know weakness
- [+] mental feedback (deal damage based on iq, replaces previous
      'psionic blast')
- [+] mindwhip
- [+] awareness
- [+] replace mass stun with mass sleep.
- [+] statis - startlfturn stuff doesn't happen (l4)
- [+] Clank should now actually appear.
2012-11-23 04:54:27 +00:00
Rob Pearce e30d5f334f - [+] djin and efreeti should hate each other
- [+] 'G' isn't remembering direction anymore
- [+] beginner athletics:  give skill where misisng in a melee attack
      doesn't cost stamina
- [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire.
- [+] insects shoudl ahve infinite stamina
- [+] replace DIECONVERT planks of wood type code
    - [+] instead, materials have dieconvert values based on damage.
        - [+] getsmallbreakob(material,damtype)
        - [+] getlargebreakob(material, damtype)
    - [+] when an object dies, lookup its material  and obejct size
        - [+] ie. large wooden objects turn into "x planks of wood"
        - [+] small ones turn into "x shards of wood"
        - [+] then remove TODO: code from changemat() in objects.c
    - [+] allow for hardcoded getsmallbrekaob, getbigbreakob
        - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what
    - [+] remove specific code, like fire damage = pile of ash.
          ice+bash = shards, etc.
- [+] can use shards/planks of wood as (poor) weapons.
- [+] jackhammer shoudl be tech, not tool./
- [+] digging tools should make noise
- [+] remove freezing touch spell/scroll
- [+] better listen check when asleep - slithering should very rarely
      wake you up
    - [+] use adjusted volume value based on sleeping etc.
- [+] breaking locks by bashing should now work.
- [+] I'm often getting "The hollow tree seems to be blocked." when
      going to the sylvan woods.
    - [+] there is a tree in the way!
    - [+] fixed.
- [+] bug: evil players not getting xp for killing helpless. fixed.
- [+] bug: pullobto() not doing correct impassable check.
- [+] another bug: insylvan woods, stairs were on top of water!!!
- [+] ERROR - couldnt find pos for down stairs while making habitat
      forest.--More--
- [+] repairing should make noise too
    - [+] new flag - USENOISE
- [+] EATCONFER on clove of garlic isn't working
    - [+] it's because i'm only checking this if we have MUTABLE.
    - [+] use EATMUTATE instead for mutations.  then eatconfer works
          with everything.
- [+] more crush bugs
    - [+] You crush some pieces of broken glass underfoot.
          You see 28 pieces of broken glass here.
    - [+] You crush some pieces of broken glass underfoot.
          You see 28 pieces of broken glass here.
- [+] anything with natural flight sohuld still make noise when flying.
       otherwise it's too powerful.
    - [+] "wing flapping" . NV FLY
    - [+] NOISETEXT NV_FLY
    - [+] magical flight can still be silent.
- [+] make how high you can fly depend on the "Flight" or "Natural
      Flight" skill.
    - [+] F_FLYING v0 = height.
    - [+] without this skill, flight is dependant on spell power. 
    - [+] assign sk_flying to races.
    - [+] remove F_FLIGHTEVASION from races. skill now does this
          instead.
    - [+] validaterace:
        - [+] canwill ot_a_flight = need flight skill
    - [+] each rank = +1 size level of height.
    - [+] if you get the skill while already flying, adjust the flag
    - [+] fall from flying if burduned.
    - [+] skill also affacts how much your evasion while flying is
          boosted.
        - [+] this extra EV bonus from flight sohuld only work against
              NON flying creatures!
        - [+] 5 EV per rank
    - [+] have a differnet fly ability
        - [+] ability = flight or fly (use flying skill for height)
            - [+] implement
            - [+] replace monster flight with ability.
        - [+] spell = enchanted flight (use spell power for ehgiht)
        - [+] check all occurences of FROMSPELL, cope with FROMABIL too.
- [+] don't regenerate stamina when doing natural flight.
- [+] ai: if flying and no stamina left, stop flying.
- [+] ai: only start flying if we have >= 80% stamina.
- [+] how did a nutter miss a mammoan from point blank range?
    - [+] the nutter is throwing a peanut - acc = 64, speed = 2
    - [+] maybe fixed now.
- [+] felix should like using poison.
- [+] when asking whether you accept a god's offer, give a '?' option,
      to give help on that god.
    - [+] also have F_GODDECLINE text.
- [+] pipes of peace - calms everyone around you.  charges.
2012-11-22 03:13:27 +00:00
Rob Pearce 2867b4488f - [+] might need to increase effectiveness of armour again. incease
damreduced.
- [+] reduce sliperriness of blood now that we get lots more.
- [+] restrict hiscores to scores of >= 1.
    - [+] (and remove all current entries with score of 0)
- [+] modifications:
    - [+] make levels more sparse
    - [+] make "things"more common
    - [+] make objects more common (as opposed to lfs)
- [+] monsters with territorial CAN approach if you're sleeping/ko
- [+] monsters with territorial don't get angry if you're sleeping/ko
- [+] CRASH when i tried to dismantle something.
- [+] speed up map generation.
    - [+] most time is in createhabitat.
    - [+] calcposandmakeroom(). speed this up.
    - [+] linkexit()
- [+] FIX reachability algorithm
    - [+] unless we can make a dircet path, REMOVE all other code.
    - [+] instead, use modified a*
    - [+] distance to dest roomm, not dest cell
        - [+] = distance to centre of dest room
    - [+] cell is okay for pathfinding
        - [+] adjcellokforreachability(cell) = true
    - [+] cell is the finish spot if:
        - [+] it is in a different room and
              adjcellokforreachability(cell) = true
    - [+] i THINK this is working now.
- [+] f_startobwepsk ... text = "common" not working. fixed.
2012-11-19 04:57:48 +00:00
Rob Pearce 893540af19 - [+] chemistry skill lets to mix venom sacs into potions
- [+] need a potion and venom sac
    - [+] make more things drop venom sacs - snakes etc
    - [+] F_EXTRACORPSE
    - [+] operate the venom sac ?
    - [+] can do this with first levle chemistry
- [+] different kind of venom - blindness
    - [+] "blue venom sac" vs "purple venom sac"
    - [+] combiesn to potion of blindness
- [+] more amulets
    - [+] common
        - [+] of bravery
        - [+] of light (common)
        - [+] of minor protection (common) (=5 AR
        - [+] energy absorbtion (absorb explosions, then pump them out)
    - [+] uncommon
        - [+] injury prvention (instead of ring)
    - [+] rare
        - [+] or major protection (not common) +10 AR
- [+] had a missing eye. drunk a healing potino.
    - [+] Your head grows back!  Your injured head has healed.
- [+] objects with positive F_BONUS should never start cursed
    - [+] (in addobject)
- [+] territorial monsters talk when you are approaching their
      threshold  (but not within it)
    - [+] put this in ai_talk()
        - [+] if someone almost at territorial range:
            - [+] make f_noisetext v2 be SP_xxx. if it's set, just say
                  this instead.
            - [+] it not, N_TERRITORY_APPROACH
            - [+] if we can talk, SP_TERRITORY_APPROACH
    - [+] possibilities:
        - [+] stay away!
        - [+] keep back!
        - [+] get away froma me!
        - [+] don't come any closer!
        - [+] that's close enough.
        - [+] keep your distance, stranger!
        - [+] out of my way!
    - [+] test with giant and
    - [+] test with insane humanoid
    - [+] make territorial creatures not walk too close to things,
          unless they are attacking or fleeing
        - [+] in willmove(), fail if it is too close to something
        - [+] ...unless we have a target lf
        - [+] ...or we are fleeing
- [+] jumping when woozy will go to a random cell
- [+] fix autoshortcuts to include starting spells
- [+] still bugs with canreachbp - "The giant rat critically scratches
      your wizard hat."
- [+] zombies shoudln't be able to talk.
- [+] allow pets to "cheat" to find player's lcoation.
- [+] need some kind of limit on zombie army creation
    - [+] no stairs 
- [+] areallies() on two pets returning false
- [+] psychic shove
    - [+] push off something, or push them away
    - [+] l2 mental
    - [+] pushback power+1 cells (max power 3)
- [+] different god message for first prayer.
- [+] fix crash during swapplaces()
- [+] sacrifice of masterwork weapons should work better.  shoddy
      should be worse.
- [+] bug: shops don't work anymore
- [+] change lessen poison - power always goes to 1
- [+] replace description "spell's power is boosted when cast outside"
      with "boosted when cast in a forested area"
- [+] minor healing problem. "at lest 2hp per power" but mxpower 10.
      should be maxpwer 5
- [+] wish for 'protection' should give something you can wear without
      penalties.
- [+] locate object should give a message when none are found.
2012-11-15 11:39:46 +00:00
Rob Pearce ca132c87c7 - [+] before removing deadends:
- [+] find any four corridors in a square
    - [+] where one of them has 4 exits, and the rest have 3
    - [+] fill in the ones with 3
- [+] VALGRIND.
- [+] reduce ID costs at shops
- [+] necromancer mods
    - [+] start with a dagger, since you don't get early attack spells
    - [+] start with limited short blades skill
    - [+] start with animate dead (now a level 1 spell)
- [+] increase TR of ice wraith.
- [+] replace strrep function:
    - [+] strrep(&mystring, find,replacewith)
    - [+] code:
        - [+] char *strrep(char **mystring, char *x, char *y)
        - [+] char *temp
        - [+] temp = dostrrep(x,x,x)
        - [+] free(*mystring)
        - [+] *mystring = temp
- [+] flag loop in F_IGNORECELL!
    - [+] problem: i'm getting f->next == f
    - [+] added a new assertino in addflag()
    - [+] change how killflagsofid() works, maybe this is the problem.
    - [+] i think my "insertbefore" is being freed somehow...v
    - [+] fixed with valgrind?
- [+] try harder to link using tunnels rather than portals
2012-11-14 04:59:18 +00:00
Rob Pearce 98ba363e8a - [+] vault:pub
- [+] has lots of recruitable people
- [+] plants, magic creatures, etc shoudl have infinite staina
- [+] severed fingers/heads are no longer considered "corpses".
- [+] new kind of bed: pile of straw
- [+] closed shops now work properly.
- [+] stench skillcheck (in makenauseated) - announce this differenlty
      to 'nothing happen's
- [+] monsters won't turn to face sounds when fleeing.
- [+] increase accuracy for spear, but reduce accuracy when adjacent 
- [+] why didn't cyborg warrior start with bullwhip equiped??
    - [+] isbetterwepthan() should take EXTRADAM flag into account
- [+] monster starting skill levels should depend on iq
- [+] no sprinting with injured legs
- [+] more restructions when stunned:
    - [+] no throwing
    - [+] no operating
    - [+] no firearms
- [+] tombstone text:   Eaten by a snow troll's halberd
- [+] bug: ekrub gained MASSIVE piety when i sacrificed a  soldier ant
      corpse! reduced.
- [+] learning certain lore skills should please gods
- [+] repairing should take a lot longer. ie. shoudlbn't be able to do
      it during a fight.
    - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR,
          v0=material, v1=howmuch
    - [+] continuerepairing() should only fix <skill + helpsrepair> hp
          per turn.
    - [+] announce helpsrepair in obdesc
- [+] coldroom vault:
    - [+] ice floor
    - [+] ice walls
    - [+] ice pillar
    - [+] frozen corpses
- [+] new job: gladiator
    - [+] sword
    - [+] shield
    - [+] high shield skill
    - [+] high evasion skill
    - [+] limited armour skill
    - [+] net
    - [+] war cry fairly early on
- [+] gust of wind and airblast should drop flying creatures
    - [+] fall_from_air().
    - [+] trigger then when wind-based effects hit.
    - [+] chance of falling depends on size.
- [+] if you polymorph a monster, it should NOT turn back to its
      original form!
- [+] criticals dont seem to be happening any more... fixed
- [+] when picking first askcoords target lf, pick the closest
- [+] sakcs etc should contain rarer objects.
- [+] intelligent ai: if exhausted and in battle, and faster than
      opponent, flee.???
- [+] easy way to fix reachability:
    - [+] is there a solid cell which is: 
        - [+]  adjacent to both a filled and an unfilled area?
        - [+] not a fixed vault wall?
    - [+] if so, just clear it.
- [+] genericise getrandomrace flags
- [+] some containers should have mini/tiny monsters inside!
    - [+] f_hashidinglf, v0=rid
    - [+] if you loot it, monster jumps out
        - [+] ...and gets a free hit!
    - [+] perception lets you see the container moving (only if it
          weighs less than what is inside it)
- [+] genericise getrandomcell() with conditionsets.
    * [+] condset_t
    - [+] then replace all getrandomadjcell() calls...
    - [+] remove getrandomroomcells
    - [+] then remove WE_xxx
2012-11-13 05:04:30 +00:00
Rob Pearce 64412035bb - [+] fullshield block: ("raise shield") ?
- [+] gain it at beginner level shields
    - [+] make ai use it
        - [+] if i've been hit by a ranged attack.
        - [+] if intelligent: if  my target has a ranged weapon AND i'm
              not adjacent AND i'm in range.
    - [+] make ai stop using it
        - [+] if i'm adjacent to my target
        - [+] OR
        - [+] if i have no target
        - [+] OR
        - [+] if i'm not in battle
- [+] don't show 'bloodstained' if blind
- [+] dusur digs hole in floor
    - [+] CRASH. who->timespent == 0
- [+] when portalling to same levle, don't say 'you arrive back at levl
      xx'
    - [+] instead: 'you arrive elsewhere in level xx'
- [+] maybe: when exhausted:
    - [+] you can still attack, but...
    - [+] attacks deal 0.75% damage
    - [+] attack speed lowered.
    - [+] change of fumbling your attack if you miss.
    - [+] ...then monsters can have stamina again.
    - [+] the %s looks exhausted.
    - [+] if ai is exhausted, wait.
2012-11-10 04:06:45 +00:00
Rob Pearce db635b50db - [+] most monsters which covet food should have snatch - so that you
can just drop food for them.
- [+] when looking for remote obs, DO include adjacent cells with lfs,
      if we have the snatch ability.
- [+] some long thin levels (80 x 12 ?)
- [+] fix code to remove useless doors.
    - [+] 0 pairs of dirs with empty cells = change door to wall
    - [+] pick an adjacent empty cell
    - [+] floodfill the 8 cells around the door.
        - [+] start with adj cell
        - [+] can't go more than 1 cell away from door
        - [+] solid cells or doors will stop movement
    - [+] if no unfilled cells around the door, bad.
- [+] new way of fixing unconnected levels - portal!
    - [+] pick one spot in each section then place a portal there.
- [+] dying should cure poison
- [+] tweaks to attack text
- [+] floor tile effecst
    - [+] absorbancy - ie. carpet should absorb water.
    - [+] converyors
    - [+] only walkable sometime (crushers?)
- [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus"
- [+] god of nature should like eating animals all the time, not just
      when hungry (makes piety gain easier)
- [+] announce when eyes are protected from a spellcloud
- [+] klikirak should like setting off fire traps.
- [+] floodfill() should follow portals to the same level.
- [+] show >1 skillpoints in green on status bar
- [+] bug: gods are apeparing behind you.
    - [+] bug in getrandomadjcell
- [+] gods' planeshift spells failing? might be fixed now. using
      getrandomroomcell instead of getrandomcell.
- [+] increaes damage dealt by smite evil/good
- [+] lightning javelins shouldn't be stackable
- [+] monsters not firing ranged weapons!
    - [+] they just walk back and forth
    - [+] bug with how i was calling haslof() for cells other than
          where the mosnter was (in getdiraway())
- [+] turn undead should only work if caster level*2 is >= monster level
fullblock basics:
- [+] penalties
    - [+] lowers visrange to 1
    - [+] huge attack penalties
    - [+] huge evasion penalties
- [+] vhigh chance of all ranged damage going to shield instead.
    - [+] buckler = 75 (small)
    - [+] shield = 80
    - [+] large shield = 85
    - [+] tower = 90
    - [+] plus shield skill*2
- [+] use check_shield_block in all spell effects
    - [+] this checks whether player is shieldblocoking (or evades??)
    - [+] then applies damage appropriatly.
- [+] new ability;
- [+] stopped by:
    - [+] losing or unequipping the shield
    - [+] being interrupted
    - [+] casting a spell or using an ability
- [+] exotic weapons should cost more.
- [+] maybe prevent prayer until gods have been pleased enough ?
    - [+] while you're not worshipping anyone, piety gain is x4.
    - [+] once first one hits 'pleased', they will appear and offer you
          a place
    - [+] advantge to this is that you get a gift
    - [+] picking up new gold should please felix......
    - [+] you shoudl only be able to sacrifice untouched gold. this
          pleases felix double as much as grabbing it.
    - [+] gods sohuld appear "in a cloud of ..."
        - [+] bjorn - blood
        - [+] klik - fire
        - [+] lumara - bright light
2012-11-09 11:50:52 +00:00
Rob Pearce 3bb1edae8b - [+] "peek" down stairs now works
- [+] should get a massive accuracy boost if you are holding someone
- [+] absorb wood is too powerful, (for 0 mp you can kill someone's
      weapon)
    - [+] change it somehow. fixed description - doesn't affect
          equipped items.
- [+] more loops in levels
- [+] training should create noise
    - [+] ...and monsters sohuld go to investigate noises if not in
          battle.
- [+] god gift changes...
    - [+] still give gifts based on piety
    - [+] BUT don't lower piety. instead start a 'gift timer'
    - [+] F_GIFTTIMER.  v0 = decerementing time until you can get a
          gift.  v1 = what v0 will be reset to (gets bigger)
- [+] revivetimer on ling parasite: A ling parasite corpse (null)!
- [+] monsters no longer inherit alignment from job.
- [+] ekrub's entangling vine vanishes straight away
- [+] fix crash when slipping on the ground.
- [+] mosnters shoudl only attack doors if pursuing a lifeform and if
      the lifeform is nearby.
- [+] only award partial points for held objects unless you won the
      game.
- [+] fix crash when gust of wind is cast on an empty cell
- [+] make spell power affect properl missile speed
- [+] bug: monsters getting too many f_ignorecell flags! (more than
      MAXFLAGS)
- [+] poison needs to last longer.
2012-11-07 20:21:35 +00:00
Rob Pearce 29483cd29f - [+] BUG: lfs are getting map flags!
- [+] Implement a* pathfinding for pets
    - [+] done
    - [+] TEST... seems okay so far.
- [+] druid spells not showing in starting list.
- [+] don't announce noise from unseen things which are attacking the
      player.
- [+] fix crash when no pet location found at start of game.
- [+] swap spell levels for warp wood and absorb wood.
- [+] only set godprayedto if you got a positive effect.
- [+] warp wood should affect wooden lifeforms.
- [+] pathfinding for player:
    - [+] only allow this to explored cells
    - [+] consider unexplored cells non-walkable.
    - [+] set f_pathfinding
    - [+] STOP if we see a monster
- [+] never let stamina exceed max.
- [+] you can now actually climb when you get the spiderclimb ability
      but don't have climbing skill
2012-11-06 20:32:56 +00:00
Rob Pearce 095fb8b7d4 - [+] add a glyph for 'bright light'. yellow sun
- [+] bug: i was able to repair leather armour usint the metalwork
      skill.
- [+] fix bug with vell not getting starting weapon.
- [+] monsters: don't walk on producelsight obs if you have sensitive,
      uncovered eyes.
    - [+] (if wis >= animal)
- [+] snakes shoudl have f_enhancesmell and bad eyesight. also lower
      their tremossense range
- [+] new lore: skills which auto makeknown() objects based on rarity.
    - [+] lore:chemistry - potions
    - [+] lore:relics = rings/amulets
    - [+] lore:language = scrolls / books
        - [+] also study scrolls
    - [+] lore:arcana: wands+magic creatures
- [+] finalise work to redo god piety
    - [+] amberon
        - [+] thrilled = poly immune,
    - [+] glorana
        - [+] t = auto bless weapons / arm
    - [+] ekrub
        - [+] e = autotangle (instead of d)
    - [+] yumi
        - [+] e = 90 save life chance
    - [+] felix
        - [+] p = enhance stealth ?
        - [+] t = enhance search 20
        - [+] e = enhance lockpick 50
2012-11-05 01:44:01 +00:00
Rob Pearce 49893b20e4 - [+] some rings are now rare/very rare
- [+] getting a lot of individual non-stacked blood stains.
- [+] penalty to slip checks when sprinting.
- [+] protetcion form good/evil - use saving throw for tougher monsters
- [-] redo god piety
    - [+] piety levels confer abilities/bonuses
    - [-] hecta
        - [+] pls - resist necro
        - [+] thr - stench
        - [ ] ecs - finger of death OR necrobeam every x turns.
            - [ ] fod: kill low hit die instantly.
    - [-] amberon
        - [+] pls - glow
        - [ ] thrilled = poly immune,
        - [+] t = also  undead dam boost
        - [+] ecs = prot evil
    - [-] glorana
        - [+] p = stam boost
        - [ ] t = auto bless weapons / arm
        - [+] e = regenhp
    - [-] ekrub
        - [+] p = plantsfriendly
        - [+] t = chance to autoentangle on hit (plev*10)
        - [+] t =  disease immune
        - [ ] e = ???
    - [+] klikirak
        - [+] p = res fire
        - [+] t = immune fire
        - [+] e = burning body
    - [-] yumi
        - [+] p = enhance search 10
        - [+] t = detect bless/curse..
        - [+] t =  detect life
        - [ ] e = save life
    - [+] lumara
        - [+] p = boost mag 1. spell on levelup.
        - [+] t = boost mag 2.
        - [+] e = boost mag 3. regen mp.
    - [+] bjorn
        - [+] p = resist fear
        - [+] p = stam boost too
        - [+] t = dam boost, acc boost
        - [+] e = knockback
    - [ ] felix
        - [ ] p = enhance stealth ?
        - [ ] t = enhance search 20
        - [ ] e = ???
    - [ ] move gift effects........
    - [+] remove gifts?
    - [ ] TEST!!
2012-10-31 03:58:13 +00:00
Rob Pearce 48a3533aef - [+] shoulder armour:pauldron 2012-10-26 04:09:57 +00:00
Rob Pearce 68e5435fdf - [+] walking on glowing moss sohuld damage it.
- [+] make dagger stronger than combat knife (but combat knife is
      faster)
- [+] optimise makefile.
- [+] swapplaces message not appearing.
- [+] fix exploit for dizziness with 'A'
    - [+] every time we ask for a direction, use askdirection(prompt).
          make this do dizziness check.
- [+] no shieldblocking or dodging if you have no stamina.
- [+] object rarity bugs
    - [+] i'm finding way too many books! might be fixed now... ?
    - [+] never finding wands
    - [+] added debugging to see if there is a problem with wands....
- [+] adjust footstep sound based on material
    - [+] carpet = soft
    - [+] stone = normal
    - [+] tiles = loud
- [+] in @e, "you ar etipsy" should also talk about damage resistance.
- [+] don't show starting abilities if you are a diety.
- [+] don't say 'xx walks out of view' if they didn't move on purpose
- [+] CRASH - summon weapon then drop the energy blade.
* [+] CRASH when fumbling attack using energy blade.
- [+] fighter with wisdom 31.  novice perception skill. noticied
      teleport trap right in front of me.  chances?
    - [+] maybe make it you can never detect anything further away than
          your perception skill.
- [+] fix bug in geteffecttime()
- [+] announce starting spells at beginning of game
- [+] in skill help, highlight your current level. Maybe:  "At Novice
      level>>> Unskilled weapons etc..."
- [+] inept level lore shouldn't show "Adept Stealth" as a strength
- [+] when you / then move over a cell with footprints short "Dirt
      (with human footprints)"
    - [+] or "Dirt (with xxx foorprints leading east)
- [+] typo in killer text - an vs a
- [+] get over here! should give you enough time to attack ?
- [+] felix prayer should remove impassable objects.
- [+] robots shoudl have big penalties to getting up checks. slip,
      fall, etc.
- [+] fix bug when falling off a fence.
- [+] BUG: no los when i climb on top of a wooden fence. why?
    - [+] F_BLOCKSVIEW needs new option:  v1 = true means dont block 
          if you are standing on it
* [+] engineering / construction skill - replaces 'traps'
- [+] fixed bug where you couldn't rest when you pet was visible.
- [+] bug: aigetlastknownpos populating lastx & lasty with different
      info from the the cell returned.
    - [+] this has happening when following the direction of a scent.
- [+] remove display of "xx throws xxx towards you" if you can't see
      the source and something is in the way.
- [+] druid should alway sbe able to swap with plants.
    - [+] peaceful check should do this
    - [+] try agian...
* [+] problem- create water can be used instead of soften earth ???
- [+] detect life should help with checking stairs.
- [+] pentagrams should heal the undead.
- [+] ekrub - don't et you sacrifice the flower that appears.
* [+] when doing check for piety on eating animals
- [+] don't auto give druid short blade skill due to sickle
- [+] soften earth on boulder... turn it to mud
- [+] adept psychology - receive change for gems.
- [+] BUG: announceflagloss is never happening.
- [+] new nature spell - absorb wood
- [+] clank - robot, chomp to steal health, self destruct
- [+] new tech
    - [+] l0
        - [+] chewing gum (jam doors with it) - this should be food
              though.
- [+] plants shoudl HELP druid from level 4 onwards
- [+] clean up skill ability code
- [+] automate skill descriptions based on skillwills "you gain the
      'xxx' ability"
- [+] auto-learn spells from initial spellbook, rather than having to
      read it manually
- [+] finding rings of unholiness everywhere.
    - [+] because it's the only rare ring!
    - [+] fixed by making ALL rings be uncommon
- [+] first time you slip on something, suggest using 's'
- [+] sewing / metalwork: get resize and enhance earlier.
- [+] bug with engineering seeing through one wall!s
- [+] rogue/knifedancer / blademaster - throwing, extra skill with
      small blades.  starts with extra knives.
- [+] replace all SUBJOBS  with plain regular JOBs
- [+] fix "needobforstaff" for wizards!
- [+] sewer should have mossy rock floor. slippery.
- [+] new specialist classes:
    - [+] rogue/assassin (no stealing, no traps, lockpicking,  better
          stealth+backstab, poison knives)
- [+] minor healing spell is too powerful.  should do 5-10hp max.
- [+] reveal hidden is not powerful enough for l4. move to l2.
- [+] reduce effects of stench as TR gets higher
- [+] lumara should accept sacrifice of anything magic.
- [+] oil lamp not making my viison longer! (on dlev11)
    - [+]  just describe f_produceslight in io.c
- [+] with no evasion skill, agi does way less for EV.
- [+] fungus clouds should be in 1 radius, non orthogonal
- [+] try putting monster zoo back in?
- [+] STILL bugs detecting trapped doors ages away!
    - [+] detected one 8 away, perception novice!
- [+] when a monster necromancer is made, i'm prompted for spell
      school!!!
- [+] new mushroom: greycap. looks like a miniature snowy mountain.
      grants cold resistance 
- [+] shop opening hours
    - [+] F_OPENHOURS
        - [+] v0 = start (inclusive)
        - [+] v1 = end (inclusive)
        - [+] v2 = sayphrase
        - [+] SP_CLOSEDTILMORN (come back in the morning)
        - [+] SP_CLOSEDTILNIGHT (come back tonight)
        - [+] SP_CLOSEDTILHOUR (come back after x oclock!)
    - [+] make shops only be open during the day.
    - [+] make some temples only be open at night (eg. hecta)
2012-10-15 02:15:36 +00:00
Rob Pearce db83aadaac - [+] announce when a web spell hits you
- [+] grammar:  xxx "flys" into view. need getmoveverbplural()
- [+] make yumi's "well, that seems unfair" only work when killed by a
      mosnter which didn't chase you up.
- [+] no unarmed skill descriptions!!
- [+] remove pain ability from stink beetle
- [+] cockroach -  with just high armour rating (10)
- [+] bajeetle - lower armour but bite causes pain
- [+] yumi - only allow you to gain piety from letting a monster run
      away ONCE per mosnter
- [+] new monster: petrifungus
- [+] give merciful fighting for novoice adanced combat
- [+] monsters should lose targets when eating
- [+] vault: window in wall
- [+] fix werewolf hiding code for Rattus (when medium sized)
- [+] "you hear a muffled slithering" - this shouldnt be loud enough to
      go through walls!
- [+] selected Evil Adventurer. alignment ended up as NONE
    - [+] have added debugging
    - [+] wait for it to happen again
    - [+] put in code to check at start of turn whethe r my alignment
          just changed.
    - [+] my alignment seems to have changed to NONE
    - [+] POLYMORPH is causing this.
    - [+] fixed
- [+] commando should have low level version of gunblade
    - [+] electromachete - low pierce + low electric
    - [+] gunblade - med slash + low explosive
    - [+] boomstick -  med bash + high explosive
- [+] commando should start with a few energy packs (need to add this
      object)
    - [+] l2 tech
    - [+] operate it to recharge tech which has charges.
    - [+] like a scroll of replenishment, but only for tech.
- [+] when monsters follow you up stairs, they should face you
- [+] jewelry store should buy watches
- [+] when exploding cells, remember who caused it
    - [+] new arg: lifeform_t *causedby
    - [+] use this when dealing damage, so that it counts as player
          kill (etC)
    - [+] explodeob
- [+] monks sohuld be very resistant to being scared
- [+] gauntlets (or other hard gloves) should increase unarmed damge by
      1
- [+] seems almost impossible to break locks on chests by bashing....
      check the calc.
    - [+] fixed.
- [+] ekrub should accept sacrifices of plant matter
- [+] sebastian - absorbs physical damage to increase damage.
    - [+] after first hit: +1dam, knockback
    - [+] after 2nd: +2 dam
    - [+] etc
    - [+] vuln to non-physical (fire, magic, cold, elec, etc)
- [+] cockroach, plague rat should taint anything it walks on
- [+] fix up morale checks. 30 should be 100.  therefore: multiply by 3
      and a bit.
- [+] CRASH during wish for Power
- [+] bug:
    - [+] You whack the pixie.  The pixie turns to face you.
          The pixie turns to flee from you!
          Amberon's voice booms out from the heavens:
          "You dare attack an innocent?"  Amberon's voice booms out
          from the heavens:
          "You dare attack an innocent?"  The pixie gestures at itself.
- [+] baba yaga's hut
    - [+] shoudln't be able todrink potions
    - [+] shouldn't take criticals
- [+] don't annoucne time during combat
- [+] bug after giving gold to a bandit: 
    - [+]  $ - 0 gold dollars
- [+] lore: tech... every level says' no special effects'
- [+] bug: Strength: 24 (very weak, +1 dmg)*
    - [+] bug in getstrdammod()
- [+] bug: A brown snake walks into view.
    - [+] should be 'slithers'
- [+] mud shouldnt make shoes wet
- [+] refridgerator should only have meat in it
- [+] some jobs which have whip skills
    - [+] scourge should always start with a whip.
    - [+] fighter should be able to pick it 
- [+] aligned temples sohuld be half price (or free if god is pleased?)
    - [+] SM_DETECTCURSE
    - [+] SM_PURCHASEITEMS
    - [+] SM_BLESS
    - [+] SM_MIRACLE
- [+] re-introduce monster zoos vault
- [+] bullwhip shouldn't be able to dull!
- [+] banana skin not slippery anoymore
- [+] slightly boost player's starting hp
- [+] why can vampire bat reach me to damage by boots/trousers?
    - [+] check out canreachbp() in lf.c
    - [+] maybe fixed
- [+] commando's starting gun should start with normal bullets, never
      silver
- [+] klikirak should grant fire powers
    - [+] cast pyromania when you pray
    - [+] gift: immolate every 20 turns
- [+] fix trytokillobs() - this might fix some of the infinite loops
      i'm getting during level creation.
- [+] klikirak should give slightly more xp for sacrifing objects
- [+] hawks should swoop more often
- [+] book colours are incorrect (ie. "red book" isn't red)
- [+] i saw "something burns!" while resting...
- [+] make hollow trees be green
- [+] blessed amnesia shouldn't  do anything bad
- [+] armour stores shouldn't get hot!
- [+] earthworm should only divide from slash damage - not bash
- [+] queen ant shoudl be able to summon lots of soldiers
- [+] staircases should be on top of ash piles when draring them!!
    - [+] in fact, staircases should be on top of _everything_
- [+] sanctuary potion should put out fires under you! (or anything
      with walkdam)
- [+] shouldn't be able to smell by's hut
- [+] wood wall should be diggable with pickaxe
- [+] does shovel actually work? no, but it does now.
- [+] dungeon level name - if it has a swamp vault, level is just
      called "the swamp"
- [+] fire damage to bread = toast
- [+] only say "the light here is a bit dim" etc if it's different form
      your previous level
- [+] weapon stores shouldn't appear in baba yaha's hut!
    - [+] i think i said "weapon" but it turned into weapon store.
    - [+] works in a wish...... is this only a problem in a vault?
    - [+] test agian.....
- [+] during summon mosnter, don't say 'the xxx starts to fly!' before
      "the xxx appears"
    - [+] when i read a create monster scroll, this _doesnt_ happen.
    - [+] when i cast summon small animals and a brian bat appears, it
          _doesnt_ happen
    - [+] only seems to happen whan a mosnter uses a summon spell
    - [+] maybe to do with finalisemonster() or "autogen" being set in
          addmonster?
    - [+] fixed now?
- [+] walking on water shouldn't extinguish a flaming weapon!
    - [+] losehp_real needs a 'bodypart' argument
- [+] klikirak should like killing  plants
- [+] do something to stop kilkirak worhipers from scarificeing the
      entire forest!
    - [+] if you attack a plant lf in the sylvan forest
        - [+] nearby plants attack.
        - [+] 33% chance of a treant:
    - [+] same if you destroy a plant object
        - [+] takedamage() needs a "fromlf" arg
    - [+] or sacrifice one.
    - [+] _warning_ if you attack a plant object or plant lf. (but
          don't kill it)
    - [+] WISDOM warnings:
        - [+] if you are about to attack an OC_FLORA object in the
              woods (and have felt the woods get angry once before)
        - [+] if you are about to attack a RC_PLANT lf in the woods
        - [+] if you are about to attack a CT_WALLTREE cell in the woods
- [+] remove base 'wizard' class...
2012-08-12 05:04:49 +00:00
Rob Pearce 970ab5300f - [+] l3 shape metal - fully repair any one metal armour
- [+] maxlevel 1
    - [+] make sure this is better than 'mending' since it only affects
          metal
- [+] l4 hone metal - give a weapon "of penetration" (F_ARMOURPIERCE)
      temporarily (permenantly at l3)
Unique monster code.
- [+] place these durign map generation:
    - [+] x% chance of having each unique monster appearing
    - [+] F_UNIQUE vals:
        - [+] v0 = pct chance of appearing
        - [+] v1 = branch id to appear in
        - [+] text "%d-%d" = min/max depth
Unique monsters:
- [+] king of rats - lots of rat pets - 33%, 2-4
- [+] pete - spiderman, shoot webs, jump, climb - 33% chance between 5-7
2012-08-02 13:16:24 +00:00
Rob Pearce 8e3c457c01 - [+] if can WILL _and_ CAST a spell, use power level from whichever is
highest
- [+] exorcise spell - l2 summoning
    - [+] +10% chance per skill level, -5% per monster TR, +5% per
          spell power
    - [+] implement
- [+] paladins get exorcise  at l5
- [+] new purity god pray effect: 100% success exorcisms.
- [+] new perks for lore:demonology 
    - [+] nov: exorcise demons (power 1)
    - [+] skilled: summon demon
- [+]  midnight -portals open.  moongate? lunar portal? lunar gate?
      moon door?
    - [+] portals with no F_MAPLINK will create a random destinatino in
          the same map.
    - [+] makeobjecttemporary() function
    - [+] when it strikes midnight, a portal appears somewhere on the
          plaeyr's level
    - [+] the portal is temporary for 60 turns (ie. approx 1 hours)
          turns until end of midnight (calc this)
- [+] fixed crash on "w-"
- [+] during glorana's peace, striketoko is okay.
- [+] announce posion potion effects.
- [+] make dark maps just lower max vis range, isntead of not being lit
      ?
- [+] redo entire light calculation code.
    - [+] light effects:
        - [+] create "bright light" object in radius around target cell
              (it has f_produceslight)   
        - [+] at high level, light spell will increase ILLUMINATION
              level of the entire map.
    - [+] DARKNESS
        - [+] make a "magical darkness" object
        - [+] blocks view.
        - [+] at high level, light spell will increase ILLUMINATION
              level of the entire map.
    - [+] bright light objects burn/scare undead
    - [+] undead won't walk into cells with bright light power >= their
          TR
    - [+] monsters in cells with produces light which are vulnerable to
          light take damage
        - [+] cases to check for:
            - [+] vuln to light 
            - [+] migrains
        - [+] iscelllit() should return light level of cell (sum of
              f_produceslight)
    - [+] gaining/losing f_produceslight should setlosdirty
    - [+] makelit() just places light/darkness objects
    - [+] monsters in cells with produces light which have good eyes
          get blinded
        - [+] move blinding code out of spell.c and into turneffectslf
    - [+] placing light/darkness objects causes los recalc in any who
          can see them
        - [+] this shoudl happen automatically since they will have
              BLOCKSVIEW.
    - [+] islit():
        - [+] check for ot_darkness objects in the cell
        - [+] check for f_produceslight flags in the cell's lfs/objects
        - [+] return how MUCH the cell is lit
    - [+] f_produceslight flag now just lets you see further in the
          darkness
    - [+] still give light sources to monsters, but change the check to
          see whether we do this (check the map's illumnation level)
    - [+] get rid of calclight() code.
    - [+] then i can get rid of seeindark code in los checking ???
    - [+] get rid of eyesight adjustment code 
    - [+] remove enum LIGHTLEV
    - [+] CHANGE nightvisrange - it just countres the map's
          illumination level
    - [+] remove lf->eyeadjustment
    - [+] remove lf->losdark
    - [+] remove lf->nlosdark
    - [+] remove cell->lit and littime and otiglittimer and origlight
          and lastlit
        - [+] remove it
        - [+] don't save it
2012-08-02 04:08:27 +00:00
Rob Pearce c06ebff882 - [+] better alignment picking
- [+] only show valid alignment choices (ie. race &  job & subjob
          alignments don't conflict)
    - [+] don't show subjobs which aren't valid (ie. vell
          warrior/paladin)
    - [+] don't shows jobs which aren't valid (ie. vell druid)
- [+] monsters with low wisdom should be able to flee into dangerous
      cells
    - [+] ie. wisdom < average
- [+] allow selecting your subjob directly, instead of haveing to pick
      your base job first
- [+] restrict low level monsters to only "common" weapons
- [+] make consumesouls only work in a given distance
- [+] bug: player start room not being linked to rest of map
- [+] hawks etc can't swoop away if they somehow get killed/fall asleep
      during their attack
- [+] use adverbs when describing misses ("narrowly miss" "wildly miss"
      )
- [+] make map light level (well lit etc) determine:
    - [+] visibility range (remove this from habitat!)
    - [+] stealth check modifier
- [+] show material vulnerabilities in EFFECTS
- [+] poison checks are too easy.  i had fitness 33 and passed in 1
      turn!
    - [+] i know this is baed on timeleft, so maybe make timeleft count
          for more ?
- [+] bug: infinite loop when player fleeing
- [+] imp
    - [+] TR2
    - [+] damage low (sting)
    - [+] invisibility
    - [+] immune to cold, fire, electric
    - [+] magic resist (demon)
    - [+] regnerate 1hp per turn
- [+] remove "modification" school with "wild"
- [+] prevent constant 6th sense warnings when something is chasing you
- [+] speak with dead should be a divination spell, not death.
- [+] hecta worshippers get bonusses for bone weapons - +1 damage.
    - [+] same with Ekrub and wood weapons
2012-07-31 21:19:04 +00:00
Rob Pearce e805e9dc01 - [+] don't trigger ANY god effects while raging.
- [+] when wishing for "power", don't give tech that you can't use.
- [+] INFINITE LOOP in timeeffectslf().
    - [+] happens when an lf is prone and falls down a hole.
- [+] pass search check on natural 20!
- [+] undead weapons are normally cursed
- [+] walking into a wall now takes time, but can detect secret doors
- [+] tiled floors also multiply the effects of slippery objects
- [+] wand of dispersal - getting "no lof"
- [+] make time debugging for all lfs be an option.
    - [+] when set, dump the following for each lf: 
        - [+] time (millisecnds) taken for their turn
        - [+] whether player can see them or not
        - [+] # screen redraws during their turn
- [+] skillchecks
    - [+] shield check.... 
        - [+] Human checkmod (type Shieldblock):
              19(attr)+1(lvm)+0(othmod),totroll=71--More--
        - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) 
              [you takes 1 dam]--More
- [+] wondering monsters - they turn up on levels when you go  back to
      them. (but never near the stairs)
    - [+] only if you haven't been there for a while (50 turns or so?)
    - [+] (depth*5)% chance for each room without stairs 
- [+] dark elf - Vell
    - [+] consumesouls
    - [+] +int
    - [+] novice necromancy 
    - [+] metal vuln
- [+] don't start player with obects which they are vulnerable to!!
- [+] matvuln should hurt you if you touch something made of it!
- [+] wands should be made of dragonwood, not metal
- [+] diferent kinds of matvuln -
    - [+] you get hurt more by it
    - [+] you can't even touch it
    - [+] use v2 to determine.
2012-07-30 02:35:02 +00:00
Rob Pearce 8b6f5a13a8 - [+] new skill: advanced combat
- [+] each level:  10% increase chance of not using stamina to
          attack
    - [+] nov: improvised weapons
    - [+] beg: nausea, being prone don't affect your accuracy
    - [+] adept:
        - [+]  blind fighting ability.
    - [+] skilled: DISARM skill
    - [+] expert: regain stamina once you kill someone
        - [+] FLIP skill
    - [+] master: attacking uses no stamina
    - [+] assign to jobs
        - [+] Ninja starts with ADEPT level.
        - [+] Warrior too?
- [+] genericise plural code:
    - [+] plural_t
        - [+] singular
        - [+] plural
    - [+] change object.c addobject()
    - [+] chnage text.c makeplural()
- [+] move flak jacket to go over shoudlers.
- [+] fix: don't give player skill in their race
2012-07-18 10:12:32 +00:00
Rob Pearce 023c8a5eaa - [+] reduce movement noise when hiding.
- [+] stealth check to not make ANY noise when hiding is easier.
- [+] redo skillchecks to use a percentage, not d20!
    - [+] new function behaviour:
        - [+] skillcheck()
            - [+] roll a die.  d100? d50?
            - [+] modifyskillcheckroll() - apply modifiers (based on
                  attribs, etc). higher roll is better.
            - [+] store die roll in *result
            - [+] difficulty 70 means "must roll higher than 70" = 30%
                  chance.
            - [+] if roll >= what you need, you pass.
        - [+] skillcheckvs()
            - [+] each roll a die
            - [+] modify die roll for both of you
            - [+] who is higher
        - [+] now modify ALL calls to skillcheck() to be pctage based. 
            - [+] in general, difficulty of 20 ->diff 95 (ie. 5% base
                  chance)
            - [+] each +/- 1 will chance difficulty by 5%
            - [+] ie. multiply current values by 5
            - [+] IN
                - [+] attack
                - [+] io
                - [+] lf
                - [+] move
                - [+] objects
                - [+] shops
                - [+] spell
        - [+] then REMOVE getskillcheckchance()
        - [+] auto fail poison check on low roll
- [+] let everyone attempt to climb climbobstacles.
- [+] potion of oil isn't smashing when thrown
    - [+] shatter() was failing because the EXPLODEONDAM check was
          incorrect.
- [+] fix felix money sacrifice exploit . done.
- [+] change collapsing door trap - first check for F_DOORFALLOB
      instead of just checking material. that way we can cope with iron
      gates etc.
    - [+] done
    - [+] define doorfallob for iron gate - 4-5 iron bars
2012-07-17 23:03:17 +00:00
Rob Pearce 57be5448c8 - [+] hecta's escaping sacrifices - only trigger this 5 turns AFTER
they get out of sight.
- [+] some kind of obstacle which you must CLIMB over
    - [+] objects
        - [+] metal barricade (also breakable)
        - [+] pile of rubble (not breakable)
    - [+] F_CLIMBOBSTACLE
    - [+] need a climb check of difficulty v0 to move ON to it. if you
          fail, you fall off in a random direction.
    - [+] if you don't ahve the climbing skill, you can't move onto it.
    - [+] ...and EVERYONE needs to be able to learn swimming & climbing
    - [+] vaults:
        - [+] room with heaps of these in rows - "fortified_room"
        - [+] room with lots of these over a pit - "pit_path"
        - [+] room with lots of these over fires (or something
              damaging) - "firepit"
    - [+] if you're standing on something with "climbobstacle", you
          count as being higher
    - [+] tables should have CLIMBOBSTACLE diff 5
- [+] vault - pit with archers on the side
    - [+] cope with "monster_name with _objectname_"
    - [+] cope with objects of name "random firearm"
- [+] BUG: "Gather up the spoils of battle!"  A masterwork weapon store
      appears!--More--
- [+] rarity on wands seems broken...
- [+] god gifts are happening too often when god is just 'pleased'
- [+] on levels where floor is carpet, don't create vaults with obs
      made of MT_FIRE
- [+] bjorn prayer's forcesphere radius should depend on piety level
- [+] collapsing door trap - need f_doortrap to restict this to just
      doors
2012-07-15 13:27:45 +00:00
Rob Pearce c421529221 - [+] glorana doesn't like you attacking during Glorana's Peace
- [+] make more shops let you donate
    - [+] bookstore
    - [+] jewellery store
- [+] rename blood hawk to hunting hawk
- [+] offering a bribe to creatures should make them move likely to
      helkp you, AND reset the "auto don't help' flag
- [+] change "get lost " message to "get lost, <racename>" if your race
      is different.
    - [+] sayphrase() needs a new arg:  lifeform_t *talkingto
- [+] colours for spell effect.
    - [+] eg. "the flame dart hits xxx" should use CC_BAD
- [+] muddy room - mud should be immutable.
- [+] maybe change rage - you lose control totally and just attack
      anything in sight?
    - [+] do it.
    - [+] don't train when enraged
    - [+] don't hear sounds when enraged
    - [+] RAGE effects: strength bonus, accuracy bonus, infinite
          stamina, never flee, 
- [+] fix bug in skill point calculation
- [+] CRASH - someone got their turn BEFORE the player!
- [+] new poisontype field - contracttext
- [+] hecta's pray effect not working.
- [+] adjust food poisioning check difficulty based on food age
    - [+] check OBHP percentage of max.
    - [+] >= 80% obhp means -30% difficulty check
- [+] ring of unholiness should confer dtvuln holy.
- [+] fix colour on spellclouds
- [+] fix bug with spellclouds not affecting centre cell.
- [+] if you are frozen, heat does extra damage and cold does none.
- [+] when frozen, lessen chance of melting.
- [+] reduce bite damage of snakes
- [+] balaclava should protect from gas
- [+] make some floor types (like carpet) be multicoloured
    - [+] celltype->altcolour
    - [+] if altcolour is not C_NONE then use it where (x + y) % 2 is
          true.
- [+] don't regain stamina while training
- [+] random text in shops - sayphrase needs to cope with lf == null
    - [+] done
- [+] fixed - hecta gifted me with a bamboo staff, but i'm inept with
      staves!
- [+] BUG: in vault.vlt.
    - [+] "30% chance of door" really means "otherwise empty cell"
    - [+] need to be able to say "else put a wall here"
    - [+] so change:
        - [+] c:type:what[:pct]
    - [+] to this:
        - [+] c:type:what[:pct][:alttype:altwhat]
    - [+] vlegend_t needs
        - [+] enum VAULTTHING tt2
        - [+] char *what2
        - [+] they default to VT_NONE, NULL
- [+] secret doors should take their fake wall type from the vault spec
    - [+] vaults need f_celltypeempty/solid flags
    - [+] add via:  solid:xxx in vault def
- [+]  recycler
    - [+] donate anything
2012-07-15 05:01:58 +00:00
Rob Pearce af3116f6d4 - [+] press ] then \ - CRASH.
- [+] if sound is behind walls:
    - [+] you hear a muffled explosion
    - [+] int canhear() needs one more optional  argument: 
          &numwallspassed
        - [+] if supplied, fill it in.
    - [+] in noise(), check numwallspassed. if there were any, then say
          'muffled'. or maybe if more than 2? play around with this.
- [+] listen skill should also give more info about NON monster sounds
    - [+] ie. direction, distance.
- [+] set user->changinglev when CHECKING stairs in the same way as
      when we use them.
- [+] monk abil - iron fist - use all remaining stamina as damage +
      knockback
* [+] HITCONFER - this should only work if you were attacked through a
      BITE or CLAW etc.
- [+] bug... werewolves etc not attacking properly after shapehifting
- [+] some tech/tools should be usable with hands (ie. watch).
      f_operwithouthands
- [+] werewolves sohuld keep f_hitconfer after shapeshifting
    - [+] done
- [+] summoned creatures from ai should never attack their masters!!!
- [+] only the PLAYER can be infected by a werewolf?  or only HUMANS ?
- [+] when a werewolf changes to animal form, no longer hide true race
      as 'human'
- [+] lycanthropy?
    - [+] how to get it:
        - [+] drink were-xxx blood (->potion of lycanthropy, never
              appears randomly)
        - [+] bitten by a lycanthrope (chance) with hitconfer  and fail
              a con check
    - [+] change f_lycanthrope so text = racename.
    - [+] effects when you get it:
        - [+] right away, add diseased with lycanthropy. incubatino
              infinite ?
        - [+] if you are incubating lycanthropy, you always change at
              the full moon (and get rage, and lose control).
            - [+] at this point, complete the incubation and...
            - [+] add f_hatesall
            - [+] lose control for a while
        - [+] after you change back the first time,  you can change at
              will. (but there is a risk each time of losing control)
            - [+] player regains control
            - [+] remove aicontrolled, hatesall, rage
            - [+] actually add f_lycanthrope, text=xxx, v0=4
        - [+] when f_lycanthrope  v0 drops to 0 or less...
            - [+] canwill shapeshift  with race:xxx
    - [+] how to remove it
        - [+] remove curse scroll 
        - [+] drink holy water
        - [+] these will:
            - [+] cure any incubating curse
            - [+] cure any f_poisoned curse
            - [+] cure lycanthropy, and any flags FROMLYCANTHROPY
    - [+] other effect
        - [+] wont/cant walk into holy circle?
        - [+] holy circle hurts you
- [+] shouldn't be able to get critical hits on you (ie. injuries) if
      you ahve heavenly armour
- [+] bug in f_poisoned text. i think i've fixed this now.
          Died on level 2 of the dungeon.
          Killed by venom poisoning
          from 5-10
- [+] donated objects count towards xp!
    - [+] -50% of value if not known.
    - [+] -25% of value if not id'd
    - [+] donating objects will anger felix
2012-07-11 04:10:21 +00:00
Rob Pearce e5c6d8b094 - [+] bjorn prayer should knockback adjacent enemies
- [+] BUG when i enter baba yaga's hut:
    - [+] ERROR - couldn't link stairs back to map entry object.--More--
        - [+] was assuming that exitdir was up/down.  for entering the
              hut, the direction is "in".
- [+] lots of missing text colours - fixed.
- [+] is 'appropriate' working? i got a sun hat!
    - [+] yes, but "armour" should mean "ar >= 1", to differentiate
          from 'clothing'
    - [+] also, size sohuld match for armour.
- [+] time code (if you have a watch):
    - [+] things which occur at certain times
        - [+] "glorana's peace" - morning twilight and sunrise.
            - [+] boost life spells
            - [+] glorana worshippers gain some special - regen.
        - [+] midnight =  "witching hour"
            - [+] boost necromancy
            - [+] werewolves always change to wolf
            - [+] implement an auto-cast for player lycanthropes
- [+] when a ling parasite enters a corpse:
    - [+] add some kind of flag so that when it dies, a living ling
          parasite appears on top of the corpse.
    - [+] F_CORPSELF
2012-07-06 03:54:58 +00:00
Rob Pearce 2603d35bc7 - [+] glorana should accept scarifice of undead corpses.
- [+] babayagahut stay in vault not working. am i allowing it to pursue
      out ?
- [+] babayagahut shoud ahve nobleed
- [+] scourge shouldn't get heavy blow etc
- [+] problem - scourge was able to learn allomancy.
- [+] rats should squeak
- [+] bug: anticipate spell lasting forever.
- [+] time announcements if you have a watch
    - [+] night is falling
        - [+] undead will be stronger
    - [+] sun is rising outside
        - [+] undead weaker
2012-07-04 06:01:07 +00:00
Rob Pearce 042ade4ca6 - [+] change descriptive text for nullify power.
- [+] if you burn your hands on an equipped shield, drop it autoatically
* [+] sewer stairs problem
- [+] if something redhot/flaming takes water damage, it will make
      steam.
- [+] ring of unholiness(blessed things burn you - just add undead flag?
    - [+] gods of purity/life will warn you first.
- [+] fixed crash checking for blocking attacks from adhesive lfs.
- [+] glorana cure poison doesn't work
    - [+] cancast is returning FALSE but E_OK.
    - [+] glorana isn't getting canwill ot_s_curepoison
    - [+] got it - was using getspellschool() instead of
          spellisfromschool()
- [+] giant spider not casting web
    - [+] .oO { can't cast web right now (lowiq) (mpcost=4, i have 0) }
    - [+] FIXED, and also fixed validateraces() check for this kind of
          thing.
- [+] cats are now territorial with rndhostile rather than always
      hostile
- [+] do final cursed wish scroll effect - magic
    - [+] get a suicide spell?
- [+] thornspike armour.
- [+] new slashing weapons
    - [+] new weapon: vibroblade
        - [+] short blade
        - [+] slashing 8
        - [+] extra high crit chance
    - [+] new weapon: nanoblade
        - [+] short blade
        - [+] slashing 10
        - [+] unlimited armour piercing
    - [+] laser sword
        - [+] longblade
        - [+] fast!
        - [+] not dullable
        - [+] armour piercing (not as much as nanoblade)
        - [+] high critical (not as much as vibroblade)
    - [+] gunblade
        - [+] extra explosive damage while it has charges.
- [+] glorana accepts sacrifice of weapons, instead of food.
- [+] ekrub acceps sacrifice of food.
- [+] bug in pirate description:
    - [+] Its  (). It has no left hand.
- [+] god description should show prayer results. ie. "yumi will
      respond to prayer by xxx"
- [+] if glorana likes you while you're sleeping say, "you dream of a
      choir singing" instead of "you hear".
- [+] eating garlic gives stench.
- [+] cope with "armorpierce NA" - "will not reduce damage at all"
2012-07-03 03:53:41 +00:00
Rob Pearce ff6dba534e - [+] modifications to alchemy spell - affect stone, not metal
- [+] fire/cold spells:
    - [+] endure fire/cold
        - [+] L2
        - [+] ongoing
        - [+] like endure elements but only one element.
        - [+] fire - done
        - [+] cold - done
    - [+] negate fire/cold
        - [+] L3 ongoing
- [+] rename "gold coin" to "gold dollar"
- [+] announce mosnters losing interest.
- [+] if accuracy is too low, chance to fumble your atttack if you miss.
    - [+] ie. drop weapon 
- [+] show "please wait' message during initial build.
- [+] why can't i fill an empty flask from a potion of blood?
    - [+] because blood grew into a bigger one
- [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list
- [+] The giant ant kills the kobold.  The kobold dies.
    - [+] never use "kills" when a monsters is killing another one.
- [+] implement CURSED scroll of wishing effects.
    - [+] stoning
    - [+] hostile summons
    - [+] insanity- drop iq prmenantly
    - [+] golden boulder
- [+] proximity mine (l3 tech)
    - [+] if activated, explodes when someone walks ONTO it (but not
          _off_ it)
    - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto
          it
- [+] rollerskates (wear on feet, move fast fowards)
- [+] jet skates (faster version of rollerskates)
    - [+] only work when ACTIVATED
    - [+] only work when they have CHARGES left
    - [+] drain charges when activated (like a jetpack)
- [+] cattle prod - piercing DR 1, +10 electical dam while it has
      charges
    - [+] f_extradamwithcharges
- [+] computers
    - [+] operable
    - [+] no pickup (or at least, VERY heavy)
    - [+] need tech usage to use.
    - [+] get choices equal to your tech level (novice = random)
    - [+] choices:
        - [+] 1 M = map whole level
        - [+] 2 O = show location of loot (detect objects)
        - [+] 3 L = show lifeforms
        - [+] 5 D = explode
        - [+] 6 I = identify one item.
        - [+] 7U - unlock all doors + chests
    - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 12:49:53 +00:00
Rob Pearce 1de13a1904 - [+] lots of unneccesary redraws when using stairs
- [+] don't ever redraw during new level creation
    - [+] lots of calls to setlosdirty() - for the player, this causes
          instant screen redraw.
        - [+] remember if player is changing level. if so, setlosdirty
              won't redraw.
    - [+] fixed!
- [+] basic clothing shouldn't be able to be cursed
- [+] don't show"you have no clear line of fire to here" if all the
      things in the way are invisible!
    - [+] argument to haslof:  "knowlofonly" - already there.
    - [+] apply this to all checks where it is from someone's point of
          view only.
        - [+] (ie. aimove)
        - [+] (ie throw)
        - [+] (ie spell aiming)
2012-06-22 02:48:39 +00:00
Rob Pearce 12ca195126 - [+] reduce chance of cold damage shattering potions
- [+] 5% per point of damage 
- [+] bug: flightevasion is REDUCING ev, rather than increasing
2012-06-08 03:20:03 +00:00
Rob Pearce 43aa7888f3 - [+] poltergeists are not honouring stayinroom.... fixed.
- [+] unique monsters shouldn't get things like 'hungry'
- [+] A some bread flies through the air toward you.  A some bread hits
      you.
    - [+] related to using "FEELTEXT"
    - [+] fixed - need to set "no_a" when using feeltext.
- [+] bug: ice wraith drops a bog wraith corpse
    - [+] ...why ?
    - [+] wish for 'ice wraith corpse', and i end up with 'bog wraith
          corpse'
    - [+] racename is "wraith", not "ice wraith"
    - [+] ...because "p" was just "wraith corpse", what happened to
          "ice" ?
    - [+] wishing for "bog wraith corpse", p is "bog wraight corpse"
          was expected.
    - [+] for some reason the prefix "ice " is special...
    - [+] it's because "ice" is the name of a material
    - [+] need isvalidoverridemat()
- [+] don't show attribs as options when levelling up if the base score
      is maxed.
- [+] bug donating money
- [+] bug: wearing gauntlets, someone cast heat metal on me. my
      gauntlets didn't hurt me?
    - [+] nor did my armour??
    - [+] they get set to 'a red-hot xxx'
    - [+] ...but don't deal damage.
    - [+] touch() needs to differentiate touching something (with your
          hands) from it touching you!
        - [+] ie. int onpurpose argument.
- [+] bjorn no longer being pleased by defeating all foes...
- [+] monster modification at nighttime/daytime
    - [+] undead are stronger at night (bonus on all skillchecks &
          tohit) +/- 15%
    - [+] undead are weaker during the day (penalty to skillchecks &
          tohit) 
    - [+] plants are stronger during the day
    - [+] describe in adept level knowledge
- [+] more work on hydra
    - [+] poison breath - autocreate poison gas in front of it
    - [+] cases where head not severed
        - [+] criticalhit() needs to know about the weapon which was
              used (or NULL)
        - [+] then:
        - [+] flaming weapon cauterises wound
        - [+] silver does too
        - [+] in this case after severing a head:
            - [+] don't regrow more
            - [+] lower TR
            - [+] lose f_hasattack
            - [+] if it was the last head, it dies.
- [+] fishfolk should have extra evasion in water, and aviads in air
    - [+] implmement
    - [+] apply to races:
        - [+] fishfolk
        - [+] aviad
        - [+] nimble creatures with aquatic
        - [+] nimble creatures with natural flight
    - [+] announce in makedesc_race, beginner level knowledge.
2012-06-08 01:29:48 +00:00
Rob Pearce 200dae5175 * [+] BUG: books lose their hidden names after load:
- [+] bug: on  load i can see in all directions, and impassable stuff
      around me is obliterated!
- [+] warn when attacking will rust your weapon (if wis high enough)
- [+] yumi should like killing injured things
- [+] bug: sandman isn't attacking or casting spells. - wasn't hostile.
* [+] bug: not able to sell gems in a jewelery store
- [+] when something casts swap places, need to redo los for the target
      too!
- [+] "you feel a wrenching sensation" should have 'more' after it.
- [+] stat bonuses for gods
    - [+] yumi  - boost wis
    - [+] glorana - boost con
    - [+] Lumara - boost iq
- [+] enchant weapon should remove rust too.
- [+] only place a pool of blood if monster is large enouhg
- [+] when mosnters steal gold, let them take more than just one!
- [+] monstres need to retain F_HOSTILE on polymorph! forgot about
      rndhostile
- [+] change some eatconfers to blood confers
    - [+] make blood splashes combine properly
    - [+] test with troll blood
    - [+] when you _kill_ something, drop more blood
    - [+] when you behead/bisect, do splatter
    - [+] in knowledge, show:  "its blood can be bottled to make xxx"
        - [+] (at skilled knowledge level)
        - [+] test....
    - [+] replace eatconfer flags with f_fillpot
    - [+] make sure monsters with fillpot actually bleed
    - [+] make slash etc damage ALWAYS cause bleed
    - [+] make projectile damage only cause bleed if the object is
          pointy (f_missiledam)
    - [+] make bashing not cause bleed
    - [+] make sure that bottling blood reduces/kills the object.
- [+] robots should bleed oil
- [+] CRASH:  during lfhasflag(dodges) - lf.c:20201 (getobname
    - [+] getting ob name of 'rdata' from celldangrous()
    - [+] but rdata->pile is bad...
    - [+] and object was a manual. why was a goblin avoiding a manual?
    - [+] celldangerous() actually set rdata to "deep water"
    - [+] ....but somehow it changed to point to a manual!!!
    - [+] getdodgecell() changed it!
- [+] bug: when a monster kills anohter:
    - [+] "the xxx hits the xxx"
    - [+] (no death message).
    - [+] either include "xxx dies". or make "xxx kills xxx".
    - [+] fixed, i think. wasn't calling getkillverb when attacker was
          a monster.
2012-06-02 22:43:18 +00:00
Rob Pearce 8377a72242 - [+] credit cards shouldn't be stackable
- [+] minor grammer fixes in skill descriptions and looting choices
- [+] crash when donating objects to a shop.
- [+] only allow lock breaking with bashing wepons
- [+] make minor undead like skeletons not pursue once you're out of
      sight.
- [+] don't allow damaged objects to stack
- [+] wyrmspawn should be able to learn master wyrm lore!
- [+] fixed crash when operating tech which asks for a target cell
- [+] bug in bones
    - [+] invalid at() definition: 'at(0,0) ob:an uncursed bone club'
          [vault:bones7/loading flags] Invalid line: [at(0,0) ob:an
          uncursed bone club]
- [+] when monsters polymorph into a new race, don't change their
      allegiance (ie. dont inherit f_hostile)
- [+] don't want boulders or other impassable objects in starting room
- [+] lumara should give you one more mp if you are already full
- [+] reduce radius of gas trap
- [+] fixed description for mana spike
- [+] increase damage of wild spells
2012-05-28 07:05:19 +00:00
Rob Pearce cd9b6cd40a - [+] bug: shouldn't be able to pay with gems without beginner
psychology
- [+] plauge rat should have poison corpse
- [+] bjorn should only get mad when you flee from armed foes.
- [+] Strengths: should include poisonous bite at beginner level, not
      adept.
- [+] show behaviour flags in description
    - [+] territorial (insane)
    - [+] fleeondam (timid)
    - [+] noflee (drugged)
    - [+] followtime (detemrined / lazy)
    - [+] muscled/scrawny
- [+] should be able to pay potion stores to id stuff.
    - [+] update make_basic_shop
    - [+] use shopacceptsflag
    - [+] id function...
- [+] bug: scroll of wishing, Protection. keeps giving me 'sun hat.
    - [+] limit possible body parts to certain ones.
- [+] when wearing armour of the spider, you should never get exhausted
      from climbing
- [+] show "Threat Assessment" text on @@
- [+] only warn about pentagrams with gtaverage iq
* [+] new playable race: Wyrmspawn
2012-05-22 06:10:49 +00:00
Rob Pearce 6764a20443 - [+] bug: training never going up!
- [+] new listen code
    - [+] nov: approx. dist
    - [+] beg: distance + direction + detect if 1 away
    - [+] adp: listen at stairs, detect if 2 away
    - [+] sk: detect if 3 away
    - [+] exp: ident monsters
    - [+] exp: detect if 4
    - [+] mas: detect anywhere
- [+] remove f_nosmell from snakes.
- [+] sixth sense - don't kill the spell after it has activated.
2012-05-08 21:57:49 +00:00
Rob Pearce 435b374c25 - [+] "really attack the helpless something?"
- [+] don't show this message if we can't see iT!
    - [+] also dont count this as a peaceful attack if we can't see it.
- [+] missiles missing you should interrupt training!
- [+] Why does monk acuracy start at -4?!
- [+] godstone of destruction (hammer )
- [+] godstone of life (heart ?)
- [+] godstone of mercy (flower?)
- [+] revenge/theft (glove?)
- [+] godstone of purity (orb ?)
- [+] death: of death. (skull ?)
    - [+] casts infinite death
- [+] nature: of Nature (seed ?)
    - [+] all plants become peaceful
    - [+] all animals become peaceful
    - [+] cure all diseases
    - [+] quench all fires
    - [+] flowers grow everywhere
    - [+] summon treants ?
- [+] battle: of Battle (make this a horn?)
    - [+] remove all curses on equipped wep/arm.
    - [+] bless weapon (if not already done)
    - [+] nullify all other lfs
    - [+] super speed attacks ?
    - [+] warriors appear
- [+] magic: of Magic (crown ?)
    - [+] restore all mp
    - [+] learn any spell
    - [+] identify all objects
- [+] make Lavax be playable
- [+] make Fishfolk be playable
- [+] fix bug with wand lof
- [+] reduce rarity of wands
- [+] getrandomobwithflag()
- [+] fix big memleak bug (allocating map cells twice)
- [+] infinite loop on win game by defeating a god.
- [+] klikirak shouldn't make fire when on plane of gods/
- [+] createhabitat shouldn't be allowed to blank pre-vault  (ie.
      locked) cells
- [+] bug: wasn't any lfs in realm of gods
- [+] master vault
    - [+] bottom of dungeon has link to "vaults".
    - [+] vault stairs needs a key to open it. (special stair type)
    - [+] stair type:
        - [+] metal hatch leading down
        - [+] metal ladder leading up
    - [+] add new habitat
    - [+] add new branch
    - [+] algorithm for making h_vault level:
        - [+] start with everything a wall
        - [+] place x number of random rooms or vaults with tag:vault
            - [+] rooms can't overlap
            - [+] rooms should be fairly small
            - [+] IMPORTANT: rooms can't be further than 2 (3?) cells
                  away from other rooms
        - [+] every room has locked doors (never open entrances)
        - [+] then go through, and cell which has a room cell near it
              becomes empty
        - [+] problems:
            - [+] rooms have no doors!
            - [+] rooms are too small!!
        - [+] populate with monsters (f_rarity)
        - [+] more chance of "guard" jobs
        - [+] automatically place chests
    - [+] 3 levels with:
        - [+] 1 staircase up/down form each
        - [+] down stairs require key to open.
    - [+] first level of vaults: outer vaults
        - [+] antechamber with vault guardians
    - [+] second level: inner vaults
    - [+] last level: master vault
        - [+] inner chamber with all the godstones
        - [+] once you pick up one godstone, the others vanish.
2012-04-27 01:23:14 +00:00
Rob Pearce 8a70cd0f99 - [+] don't make skill points exponentially harder to gain (or greatly
reduce the impact)
- [+] remove 'attacked peaceful' penalty for animals
- [+] ring of decel should also not let YOU throw. limit your throw
      range to 1.
- [+] fruit should get bruised when it takes dt_projectile / dt_bash
      damage?
    - [+] -25% nutrition.
    - [+] f_bruisable
    - [+] f_bruised
    - [+] *addobject()
    - [+] getobname()
- [+] gluon (yellow)
    - [+] f_adhesive, xx
    - [+] sticky
        - [+] str check of diff xx
        - [+] - weapons have a chance of sticking to it when you hit it
        - [+] same if you block its attack with a shield.
        - [+] always stick if thrown .
- [+] bug on load - no gods.
    - [+] need to repopulate godlf[] on load.
- [+] monsters getting stuck. changed so that turntoface isn't called
      if you just turned.
- [+] sanctuary potion should knock other lfs away
- [+] backstabbing shoudl please felix
- [+] genericize determining casttype
- [+] remove nutrition penalty for uncooked food - the threat of
      disease should be enough.
2012-04-18 21:34:41 +00:00
Rob Pearce 97eda5fa2d - [+] tweak random monster code - highest TR () shiuld appear at level
23-24!
    - [+] highest TR is about 20.
    - [+] gettrrange()
- [+] F_NUMCONVERT xx text
    - [+] if stack reaches xx in number, change to obtype "text" 
        - [+] eg. blood splash x 5 = large pool of blood
- [+] troll blood -> healing potions
2012-04-14 13:23:04 +00:00
Rob Pearce ac95dc7621 - [+] griddler didnt start with trident?
- [+] it DID, but it dropped it cuase it was hot.
    - [+] griddler should be immune to redhot! (testing shows it
          currently isn't)
- [+] once prisoners give you a reward, they shouldn't be allies
      anymore (ie shouldn't follow you up/down stairs)
- [+] portal to realm of gods hsouldn't work until you have a godstone.
- [+] why did potion of oil explode when i threw it?
- [+] for unique monsters, instead of "jimbo's armour protects it", use
      "jimbo's armour protects him"
    - [+] use f_gender
    - [+] this replaces F_GODOF.
    - [+] change gods to use this too.
- [+] change cloak of shadows - only work if max vis range is low ?
    - [+] monsters can't see you if they are >=3 away
    - [+] F_SHADOWED
- [+] more amulets
    - [+] of the traveller (go to a much deeper level or branch when
          you put it on. go back when you take it off)
        - [+] implement
        - [+] usually start cursed 
    - [+] boost piety gain
    - [+] soul feasting 
    - [+] acrobatics (tumble/jump)
    - [+] choking
        - [+] first add f_nobreath
        - [+] doesn't work if you don't need to breath
- [+] hydra blood poisonous
    - [+] handle "linkrace:xxx splash of blood"
    - [+] make bleed() use this.
    - [+] add f_venomblood to r_hydra (and others?)
    - [+] make filling potions from blood check for
          f_linkrace->f_venomousblood
    - [+] maybe handle this more elegantly.
        - [+] add f_bloodfillob to blood objects (inherit from lf)
        - [+] fine, but what about addobsinradius?  make it populate
              retobs!!!
        - [+] change f_venomblood to f_bloodfillob->ot_pot_poison
        - [+] remove "linkrace:xxx" code from objects.c and from bleed()
- [+] flashbang shouldnt affect user (you would look away)
    - [+] add F_THROWNBY to objects when you throw them.
- [+] stop initial revolvers from starting with 'a rubber bullet'
- [+] dry ice grenade - csats "snapfreeze"
    - [+] needs f_spellcloudondeath 
    - [+] implement
- [+] spiked club
- [+] The hawk critically claws your hands.  Your !
    - [+] fixed.
- [+] need another way to unlock chests
    - [+] bash them
    - [+] if it is trapped, high chance that the trap will go off
    - [+] if you attack something which is locked, it has a small
          chance of becoming unlocked
        - [+] rnd(1,your_str) must be > lockdiff!
- [+] different unarmed attack verbs for monk
- [+] javelin of lightning
    - [+] when you throw it:
        - [+] dothrow() calls spelleffects(LTBOLT)
        - [+] then uses up one charge
        - [+] if charges are left:
            - [+] reforms in your hands
        - [+] otherwise it turns into a normal javelin
- [+] shovel
- [+] jackhammer (like pickaxe but faster)
2012-04-13 22:52:35 +00:00
Rob Pearce 4d5fa3c4e7 - [+] fire spells:
- [+] gather flame - l1: nearby fire boosts next spell's power.
          casttimme 2
    - [+] boil blood - l2:  when monster dies, it explodes (like a
          fireball?)
- [+] maybe: create player lf BEFORE creating maps
    - [+] then move player to start pos and add pets etc
    - [+] then kill mons in los
    - [+] this will let us correctly adjust hostility even on dlev 1
- [+] goat (yellow 'q', 1hd)
    - [+] charge
    - [+] horn attack
    - [+] eats anything!
        - [+] f_caneatmaterial
        - [+] calculate nutrition based on weight...
- [+] chimera(9hd, 9tr, mutant) - purple 'm' - goat/lion/wyrm, 3 headed.
    - [+] LARGE
    - [+] Morale 13-14
    - [+] EVIL
    - [+] Hostile
    - [+] swoop
    - [+] can breath fire - use burning wave
    - [+] melee attacks:
        - [+] bite (lion head) (3)
        - [+] bite (dragon head) (5:w)
        - [+] gore (horns) (3)
        - [+] 2 x claw (4)
        - [+] TOTAL 18
        - [+] but... do maxattacks = 4, not 5.
    - [+] slash attack: chance to remove a head.
        - [+] this makes it lose one bite attack and (maybe) its breath
              weapon.
- [+] hydra
    - [+] 5-12 heads
    - [+] each head has bite attack
    - [+] hit dice / tr based on heads
    - [+] regenerate 2 heads each time one is severed
2012-04-09 21:52:39 +00:00
Rob Pearce acd641ebc0 - [+] add territorial to monsters!!!
- [+] wolf
    - [+] hawk
    - [+] bear
    - [+] worker ant (but not soldier ant)
- [+] player shouldn't know if mosnters are peaceful or not
    - [+] ie. no warnings when attacking them
    - [+] no swapping places
    - [+] don't show "(peaceful)" in io.c askcoords()
    - [+] need isknownpeaceful()
    - [+] lv1 negotiation will fix this.  maybe rename it though:
        - [+] psychology
- [+] psionic spells:
    - [+] boost confidence
- [+] wild spells:
    - [+] pyrotechnics
- [+] absorb metal should give you hp if you already have ful lmana
2012-04-07 07:18:56 +00:00
Rob Pearce 0f9db848d3 - [+] populate ant nest with objects (set rarity)
- [+] when placing any vault with maintainedge, set "LOCKED" for all
      cells
- [+] change all mapmaking code to honour LOCKED(not just digdungeon)
    - [+] room placement code
    - [+] cave
    - [+] dungeon
    - [+] forest
    - [+] sewer
    - [+] swamp
- [+] fixed. BUG: TRAVEL to the swamp, walk up stairs...
    - [+] ERROR - stairs should link to existing map ('dungeon L7 (id
          #3)', depth 7), but
          it has no free stairs.--More--
    - [+] walking _down_ is okay.
    - [+] was only checking to link entryob when we were going DOWN
          stairs.
- [+] place fixed vaults _BEFORE_ creating habitats ???
    - [+] this will only work after all creation routines honour
          "->locked"
    - [+] set locked on all fixed vault cells after making them.
- [+] better code for removal of internal doors.
- [+] bug! fleeing monsters taking no time!
- [+] brainbat
- [+] consume corpses to regain life? make this a normal death spell.
    - [+] f_consumesouls
    - [+] anything that dies in sight nearby heals her.
    - [+] "%s consumes the soul of the dying %s ?"
    - [+] give this to baba yaga
- [+] loading bug with map flags:
    - [+] getting a flag with text = "flags"
    - [+] am i saving something else with a space in it ???
    - [+] %s in fscanf doesn't handle spaces!
        - [+] in save.c, when I'm liable to get spaces in a string,
              replace %s with:
            - [+]  sscanf("%[ a-xA-Z0-9+'*/-]")
- [+] earthwyrm
    - [+] divine into two monsters if slashed
    - [+] appear in ant nests
2012-04-05 09:28:20 +00:00
Rob Pearce 892440031d - [+] if you cancel a limited wish, don't age you.
- [+] sourges shouldn't learn spells from books
- [+] MR doesn't affect canwill spells?
- [+] innate MR (ie. fromrace or from scource) doesn't affect spells
      either.
- [+] too many potions of water! made it common rather than frequent.
      now NO frequent potions.
- [+] getting 'wake t someone runmmaging through your pack' when noone
      nearby
    - [+] maybe this flag isn't gettginre removed properly?
- [+] polymorph should fix injuries first
* [+] for missing hand injuries, select the hand AFTER main switch()
* [+] shouldn't be able to weild 2-handed weapons if you only have 1
      hand!!!
- [+] "travel" spell should let you go to RT_HABITAT things.
- [+] fix crash validating f_spotted flag
- [+] don't always put "The " on unique objects.
    - [+] use F_THE for this instead.
    - [+] godstones should still have F_THE
- [+] don't place staircases inside MAINTAINEDGE vaults!!
- [+] burning a wood floor only makes a hole in the ground if there are
      more levels underneath!
- [+] end of caves:
    - [+] both bossrooms should have goblin king and red wyrmling
    - [+] stone key.
- [+] need a vault flag which say s: add f_stayinroom to everyone who
      is created in this room
    - [+] done: "keepmonsinroom"
- [+] cope with a branch's entry stairs coming from a vault 
- [+] killing unique monsters with necrotic damage should still leave a
      corpse.
- [+] make "ornate chest" which has rare objects
    - [+] put it in branch endings and make it a rare object
- [+] f_extrainfo in fireat() should show damage _after_ adjustment
- [+] BUG: swamp rooms aren't connected!!!!
- [+] end of forest branch:
    - [+] vault containing baba yaga's hut
        - [+] bone fence around it
        - [+] skeletons
        - [+] the hut.
    - [+] baba yaga's hut
        - [+] cabin on chicken legs
        - [+] f_timid!
        - [+] jump
        - [+] claw attacks
        - [+] walks around
        - [+] corpsetype = link to inside the hut
        - [+] made of dragonwood (ie. hardness 5)
        - [+] Don't say "You kill the walking hut".
        - [+] text when it dies: "Exhausted, the hut slumps to the
              ground."
    - [+] inside the hut = small level with baba yaga
        - [+] new regiontype: babayaga's hut
        - [+] new habitat: byhut
        - [+] making the habitat: only has a single vault. (one with
              tag 'byhut')
        - [+] diff layouts
            - [+] circular
            - [+] square
        - [+] baba yaga herself
    - [+] baba yaga
        - [+] weighs 50kg
        - [+] obs:
            - [+] key!
        - [+] hp: 135 = 22 hitdice (d6)
        - [+] 75% magic resistance
        - [+] attribs
            - [+] str: exhigh
            - [+] iq: exhigh
            - [+] wis: exhigh
            - [+] agi: average
            - [+] con: high
            - [+] cha: exlow
        - [+] fire, cold, magic, poison resist
        - [+] immune to  necrotic
        - [+] abilities
            - [+] seeinvis
            - [+] awareness
        - [+] claw/teeth attacks.
            - [+] claw = 8 DR
            - [+] teeth = 6 DR
            - [+] maxattacks = 2
        - [+] grab ability
        - [+] spells??????
            - [+] fear
            - [+] weaken
            - [+] summon insects/animals
            - [+] entangle
            - [+] blink
        - [+] when she dies, unlock the hut door.
- [+] delving code.
    - [+] new digging code:
        - [+] delve()
        - [+] delve_pullcell
        - [+] etc
    - [+] h_antnest
        - [+] creaetantnest calls delve() functions.
    - [+] insert this in the main dungeon somewhere
    - [+] populate with monsters (set rarity)
    - [+] place queen ant on the map.
        - [+] via new regionthing type RT_LF 
- [+] branch ends should have a boss with a key!
    - [+] jimbo
    - [+] babayaga
    - [+] cave boss (dragon ?)
2012-04-04 09:59:48 +00:00
Rob Pearce 252a4024a7 - [+] disrupt undead
- [+] gust of wind has higher chance of knocking down small creatures
- [+] check: ensure vault names have no ' 's
- [+] loading bug: celltype id 0 doesn't exist.
- [+] loading bug: adding minotair - don't call sethomeroom()
- [+] fixed - bones bug: "2 loaves of stale bread"
- [+] crash when object thrown away by holy circle dies.
- [+] armour with "permenance" cast shouldn't be able to be healed
      either!
    - [+] use immutable instead of invulnerable
- [+] if you weild your spare weapon (and dont have a spare), remove
      'spareweapon' flag!
- [+] skoob should be made out of "water", not "ice" (don't want it to
      have hardness)
    - [+] change its material
    - [+] hitting water-based lfs should rust weapon!
- [+] rusted weapons should have 10-30% chance of giving tetanus.
    - [+] low chance of spasm each turn (5%)
    - [+] "your [xx] spasms/contorts violently!"
    - [+] hand = drop weapon
    - [+] leg = fall over
    - [+] jaw = nothing
    - [+] back = spine broken, you die
    - [+] tail = tail broken
    - [+] chest = rib broken
    - [+] wings = stop flying
- [+] electricity damage confuses robots
- [+] poison's power increase chance of its effects happening
    - [+] whenver tetanus effect fires, increase power.
- [+] electric damage spreads through water
- [+] create water spell (like grease, but just makes water)
- [+] objectgrowth spell shoudl use f_growsto instead of hardcoding
    - [+] v0 = obid or celltypeid
    - [+] vt = determines VT_ob or vt_cell
- [+] then add shrink spell which uses f_shrinksto
    - [+] deinfe it
    - [+] add effects
    - [+] specail case - brazer -> helmet should be red hot
- [+] hecta should mind attacking evil peaceful creatures
- [+] ai should still flee with bleeding legs
- [+] bandit had 90hp - problem with varlevel!! have changed
      calculation.
    - [+] monsters now just get 1 extra hit die per level after the
          first.
- [+] only some branches should use region->depthmod. others only use
      regiontype->depthmod.
- [+] spell: disrupt undead -
- [+] announce 'shatter' spell:  you hear an ultra=high pitched
      whining/ringing.
- [+] announce'sleep' spell: suddenly, you feel very drowsy.
- [+] inducefear: too powerful. tweak skillcheck values.
Initial work on baba yaga (sylvan forest boss)
2012-04-01 19:48:13 +00:00
Rob Pearce 53ada31364 - [+] bones file error:" the lazy minotaur"
- [+] parserace needs to cope with lazy etc.
        - [+] make enum BEHAVIOUR
        - [+] make behaviour_t
            - [+] id
            - [+] name
            - [+] flags
        - [+] killbehaviours()
        - [+] addbehaviour() calls to define them
        - [+] cleanup callsk illbehaviours
        - [+] givebehaviour(lf, enum behaviour)
        - [+] getrandombehaviour()
        - [+] instead of checking f_behaviour->text, use
              findbehaviour(f->behaviour->val[0])->name
        - [+] parserace should handle these and populate wantflags
              appropriately.
- [+] add disease incubation times (instead of getting them right away)
- [+] OT_A_TRIP should be a lot harder on anything with more than 2 legs
- [+] monster fleeing up/down stairs should anger hecta
- [+] reduce short bow damage.
- [+] add composite bow (between short & long)
- [+] need magic/silver weapons to hurt MT_MAGIC things
    - [+] spirits should no lnoger be made of "MAGIC" - make them
          something else. flesh will do.
    - [+] in attack.c, noncorporeal check should also check for silver
          / magic weapons
    - [+] describe noncorporeal in io.c if knowledge is high enough.
- [+] new spell casttype: ct_sounbased. deafness protects.
- [+] Banshee (7hd, spirit, death keen at night) - blue / red 'p'
    - [+] death keen = sonic damage"midnight dirge"
    - [+] but only at night. 
- [+] harpy: 7hd - orange 'A'
    - [+] charm (via sound, so sonic prevents)
    - [+] 50% chance of bone club
    - [+] bite, claw
2012-03-30 03:34:24 +00:00
Rob Pearce 984999d912 - [+] change real_getlfname():
- [+] take lifeform_t * for usevis instead of boolean
    - [+] add new option "useorigrace" for shapechangers
- [+] whips
    - [+] F_WHIP
    - [+] new skill: sk_whips
    - [+] basic trais:
        - [+] high accuracy
        - [+] lowish dam
        - [+] pierce/slash/bash damage
        - [+] some will let you cast 'snatch' and suck
        - [+] no crit chance
    - [+] examples:
        - [+] bull whip (lowest damage)
        - [+] flail (ie. chain whip ,change type from club to whip)
        - [+] heavy flail
        - [+] metal-tipped whip (flail with higher acc)
        - [+] barbed whip (causes piercing damage as well)
        - [+] io.c @@ should take extradam into account
        - [+] describbeob() should show F_EXTRADAM 
- [+] change morale values - this shoudl default to your TR, otherwise
      f_morale replaces it.
- [+] CRASH in doknowledgelist()
- [+] hecta bug: fixed!
    - [+] You bisect the kobold!  The dying kobold shouts "Nooooo!".
          Hecta's voice grates against your mind:
          "You allowed my sacrifice to escape!"
        - [+] is this because i'm calling "flee" after the lf takes
              fatal damage but before die() is called?
            - [+] NO, because flee() checks isdead(lf)
        - [+] it's happening when i kill a monster, and another one of
              the same type sees me!
        - [+] change:  only trigger this is the player has previously
              attacked the monster
- [+] replace fire titan with balrog
- [+] You bisect the giant gnat!  The dying giant gnat shouts "Nooooo!".
    - [+] fixed.
- [+] boggart -brown 'n'
    - [+] made of wood
    - [+] cause things to disappear
    - [+] cause milk to sour (low power blight)
    - [+] scared of salt
    - [+] demandgold 
- [+] briar thrash (spiky) - yellow 'T' (grab)
- [+] bingebark - red 'T'. wants edible, canwill snatch
- [+] leshy (human with leaves) - green 'h'
- [+] manticore - red 'm''
    - [+] lion, bat lings, man head, tail tipped with iron spikes
    - [+] carnivore
    - [+] human sized
    - [+] shoots 1-6 spikes. each spike does 1d6. too much!!
        - [+] change this to be 5d3 damage per volley.
            - [+] ie missiledam 4d3
        - [+] can do this once every 50 turns.
    - [+] can fly
    - [+] claws - 1d3 1d3
    - [+] want gold (non covet)
2012-03-28 20:17:47 +00:00
Rob Pearce eb859a4889 - [+] ENLARGE spell
- [+] grant extra hp too (*2)
    - [+] grant extra strength (+50)
    - [+] sizetimer text:
        - [+] orighp^origstr
    - [+] polymorph while resized will just return you to your original
          size.
    - [+] high level: enlarge your armour/weapons with you!
        - [+] need to change resizelf() too to take an extra arg
        - [+] need to chance F_SIZETIMER too
- [+] diurnal/nocturnal monsters get a penalty to listen checks during night/day
- [+] spriggan - green 'n'. ugly. can change size.
- [+] weed sprite - evil fairy, wild magic - orange 'n'
- [+] bog wraith - destroy food on touch. wants food. blight.
    * [+] can use "blight" spell
- [+] Unicorn
    - [+] white 'u'
    - [+] good
    - [+] teleport 
    - [+] nocharm
    - [+] good spell resistanve (high wis)
    - [+] drop a horn on death, which grants poison resistant when held
2012-03-27 10:49:23 +00:00
Rob Pearce d872098c48 - [+] battlemage spellbook
- [+] make it grimoire.
    - [+] don't learn the first spell automatically
    - [+] only start with 3 spell schools, and they must be from:
- [+] wizards with no subjob:
    - [+] get a grimoire rather than a spellbook. but first spell is
          always mana spike?
- [+] need some frequent forest vaults
    - [+] tree passage:
    - [+] tree circle
- [+] more enlarge/shrink object effects
    - [+] wooden door = wood wall
    - [+] wooden barrel - wooden dor
- [+] i turned into a cloud of gas. why was i not flying?
    - [+] when you polymorph to creautre with natural flight, start
          flying right away
- [+] show %age chance when studying a scroll
- [+] redo skillcheck code so we can calculate % chance beforehand.
- [+] automatically unlock all doors in starting room
- [+] reduce accuracy for innate attakcs- at the moment they always hit!
    - [+] based on agility.
    - [+] test with monk......
- [+] You have the following spells active:
      3 damage reduction, vuln to fire
- [+] grimoire - why could druid see 'knock' ? think this is fixed now.
- [+] new killverbs:  "murdered" "slain"
- [+] superheat not working if you miss. fixed.
- [+] skillchecks for NC_SPELLEFFECT noises should always succeed.
- [+] modifydamage dealt now that monsters have more hp:
    - [+] initial wizard spells
        - [+] chill
        - [+] spark
        - [+] manaspike
    - [+] later wiz spells
    - [+] fire on ground
- [+] new type of spellbook:
    - [+] general - one spell from each school "spell tome" ? "xxx's
          grimoire"/
- [+] another flagpile corruption bug.
    - [+] asked a mammoan hunter to join me.
    - [+] Marcus shouts "Beware a mosquitoid!".  You hear heavy
          footsteps.
    - [+] Assertion failed: ("flagpile is corrupt!" == 0), function
          checkflagpile, file flag.c, line 456.
    - [+] (timeeffects on footprints)
- [-] when you "vomit then wake up", need to recalc los
    - [+] killflag() is meant to fix this!
    - [ ] why isnt it working?
- [+] bug: wasn't identify()ing starting weapons when you selected them.
- [+] allow temples to try to belss unknown objects.
- [+] allow describing obs from askobmulti()
- [+] warrior read a grimoire, why did it get identified? fixed.
- [+] reduce cost to repair stuff
- [+] dancing flame -l1: fires spread to adjacent lfs
- [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)%
      from each one.
    - [+] maxpower 5
- [+] quicken fire - l4: make flame primarliry
- [+] magic barriers should vanish if you walk into your own one
    - [+] implement
- [+] fleeing from something with F_NOMOVE shouldn't be cowardice
- [+] fix crash in check_for_block()
- [+] new branch: sylvan forest
    - [+] entrance to this branch: hollow tree?
    * [+] add some forest vaults
    - [+] get rid of 'the sun is coming up" messages
    - [+] nature spells which work better outside need to change...
          make it 'when in sylvan woods' instead
- [+] need a spell to teleport to entrance of a branch!
    - [+] done. TRAVEL.
2012-03-26 20:21:43 +00:00
Rob Pearce cbbab346e2 - [+] bones bug:
- [+] saving "a clear fountain"
    - [+] getobnametrue() needs to show "a fountain of xxxx" or "a
          water fountain"
    - [+] addobject() needs to handle "fountain of xxx" or "water
          fountain"
- [+] don't generate bones file while debugging
- [+] should amour really be 'battered' at 98% ?
    - [+] make 85 and abve still mean 'pristine'
- [+] reduce bjorn cowardice anger amount
- [+] snakes shouldnt follow up stairs
- [+] fix broken f_accuracymod.
- [+] unicode for trees and dense bushland.
- [+] bug loading again......related to gratings
- [+] don't inherit alignment when giving jobs to monsters
2012-03-23 04:36:32 +00:00
Rob Pearce 672e26a81c - [+] object descriptions giving away obmods! fixed.
- [+] change lf summoning to better control hostility
- [+] gods should be able to see invisible
- [+] travel spell to quickly get around branches
- [+] treant / ent = green T
    - [+] old/normal/young
    - [+] older = slower
    - [+] elder can cast 'animate tree' ?
- [+] bug: when you offer a godstone to a god outside of realm of gods,
      they are saying "no" but still taking it.
- [+] gods should yell out a warning when you walk over a new godstone
    - [+] this lets the player know that picking it up will anger that
          god.
    - [+] then add f_donewarning to it.
2012-03-22 23:17:28 +00:00
Rob Pearce 653b5ac864 - [+] entering water should put out fires even if you can't swim.
- [+] problem:
    - [+] i get teleported into deep water then
        - [+] you are drowning
        - [+] you are drowning
        - [+] you are drowning
        - [+] you die.
        - [+] was calling checkfordrowning() too often.
        - [+] also prevent random teleports into dangerous cells
- [+] accuracy bonus for weapon skill wasn't working!! fixed.
- [+] remove damage done to armour
- [+] rename greater mummy to mummy king
- [+] most robots shouldn't be able to use stairs. F_NOSTAIRS
- [+] most undead don't use stairs either
- [+] rename "donate" to"offer an item"
- [+] high speech or racial knowledge should list possible items when
      you offer
    - [+] insert this at adept level
    - [+] bump everything else upwards
- [+] when offering objects, use SPEECH check, not MORALE.
- [+] felix shoud like offering bribes
- [+] yumi should like calming people down
2012-03-21 20:42:06 +00:00
Rob Pearce 0a06d06374 - [+] dancing weapons should injerit object's size.
- [+] animals shouldn't be smart enough to avoid sharp objects on the
      grond.
    - [+] make all animals have wisdom = LOW
    - [+] make most undead have wisdom = VLOW
    - [+] make most undead have CHA = EXLOW
- [+] warn if races are missing any STARTATTs
- [+] warn if races have duplice sTARTATTS
- [+] reduce unyon hit points
- [+] drop monster hitdice sides to 6
- [+] change goblin colours
- [+] replace quickblade with uchigatana. dael 7-8 damage. very rare.
- [ ] apply correct rarity to weapons
- [+] balance katana now that i've modified blades!
    - [+] and add wakazashi.
- [+] add altdam bash to most swords
- [+] add f->text to altdam
- [+] add "noobstext" to askobject()
- [+] why did ninja start with 0 mp ?
- [+] if you read a manual for a skill yo ucan't learn, have some kind
      of message to say it didnt work
- [+] map shouldn't be magical
- [+] cloth should 'heat up' (it just catches on fire)
- [+] give A_FIT to all mosnters, for stamina when we polymorph into
      them!
- [+] fix bug where celldangerous() fails on a lifeform's own cell
- [+] reflexive dodging should also dodge dangerous objects which
      appear on top of you!
    - [+] do this in startlfturn(), before other effects!
- [+] air spell - refraction - boosts EV
- [+] move jolt to L2
- [+] don't announce initial damage taking object from perfect to
      battered.
- [+] propel missile
    - [+] doesnt anger lumara
    - [+] for monsters: aispellok true if we have an OC_MISISLE which
          we're strong enough to able to throw.
    - [+] minrange 2
2012-03-20 10:26:33 +00:00
Rob Pearce ed98c0b735 - [+] "tried on xxx" not showing up properly in \. fixed.
- [+] new swords:
    - [+] baselard
    - [+] shortsword
    - [+] epee
    - [+] cutlass
    - [+] sabre
    - [+] repier is now a long blade.
    - [+] broadsword
    - [+] falchion
    - [+] claymore
    - [+] zweihander
- [+] bug: job description missing skill elements when there are <4 on
      the last line.
- [+] don't adjust object's armourrating based on its conditin.
- [+] increase TR of dryad
- [+] reduce range of 'chill'
- [+] potion of poison should give venom poisoning, not food poisoning
- [+] robots should be immune to charm
2012-03-16 05:42:18 +00:00
Rob Pearce 45c5fd0365 - [+] Monsters should not use longbows as melee weapons!! 2012-03-16 00:35:38 +00:00
Rob Pearce 5d61533c15 - [+] move pctchance for individual spells from F_AICASTTOxxx to
F_AISPELLTARGETOVERRIDE v2.
    - [+] change code:
        - [+] F_AISPELLTARGETOVERRIDE v0=spellid, v1=F_AICASTTOxxx
              v2=TT_xxx text=pctchance or NULL.
        - [+] aispellok(xx, purpose) : check this _before_ checking
              spell->f_aicasttoxxx
    - [+] add spelltargetoverride for vampire
    - [+] add spelltargetoverride for werewolf
- [+] retain F_FLEEFROM on polymorph.
- [+] lycanthropes
    - [+] show up as "human" unless your animal/magic lore is high
          enough
    - [+] vulnerable to silver weapons
    - [+] Wererat (3hd, weapon damage)
        - [+] uses short blades
        - [+] stench
        - [+] want alcohol?
        - [+] transform into fast version of rat. plague rat?
        - [+] summon small animals. summon # override? "count:"
    - [+] Werewolf (4hd, 6 dam)
        - [+] summon wolves ?
        - [+] shapeshift to dire wolf
        - [+] regenerates
        - [+] firstaid skill (fast healing when resting)
    - [+] Werebear
        - [+] 6 hd
        - [+] shapeshift to grizzly bear
        - [+] summon 2-3 black bears
        - [+] firstaid skill (fast healing)
- [+] shapeshifting monsters sometimes start as animal form
- [+] if you are good/evil different alignments, mosnters should flat
      out refuse to join you.
- [+] more different sayphrases for recruitment.
- [+] when placing homelevobs, try to stick to rooms, not corridors
    - [+] getrandomroomcell() needs WE_xxx argument.
    - [+] implement cellmatchescondition(c, cond)
    - [+] real_getrandomadjcell() should use this too
- [+] swoop ability should only work with claw attacks
    - [+] F_FORCEATTACKOB
        - [+] getweapons() needs to honour this.
    - [+] spell.c: check if you have the right attack type
    - [+] aispellok: only if you have the right attack yype
- [+] horse - 2hd, brown u
- [+] Hippogriff (3hd , horse/eagle, 'u') - yellow
- [+] centaur (4hd, u) - grey
- [+] make pegasus be cyan
- [+] CATs
    - [+] Griffon (7hd, tr4-5, u, hates horses) - lion/eagle - yellow
          'f'
2012-03-15 09:19:05 +00:00
Rob Pearce 192afcec2b - [+] when checking stairs for prints, check for f_naturalflight, not
for f_flying
- [+] reduce explosion size for robot corpses.
- [+] cats
    - [+]    Evasion, fast, normal attack speed but 2 attacks
    - [+] Cheetah/leopard 3. tr. 3. Brown, jump/leap
    - [+] Tiger.  4hd. tr. 5kk Red
    - [+] Lion.  4. tr 6. Orange
    - [+] Panther ? Magenta
    - [+] Shadowcat .blue
- [+] hecta did finger of death on a troll, why didn't it leave a
      corpse ? because i used necrotic damage.
- [+] crash when asking druid for levelup spell.
- [+] fix up msgs when charmed monsters are moving.
- [+] fix up explodecells() to do better LOF calculation.
- [+] cancast() timer on monster ablities is not working!!!
2012-03-11 14:40:45 +00:00
Rob Pearce 0a7aeec362 - [+] weakness spell should half melee damage.
- [+] quaffed a potion of polymorph self... and nothing happened!
- [+] only killing undead should please the god of life, not just
      killing anything evil
- [+] klikirak shouldn't get angry when you take cold damage!
- [+] fire sohuld convert flammable celltypes to another type:
    - [+] wood -> stone floor with pit
    - [+] carpet > stone
- [+] increase flamepillar range
- [+] warning before killing firebug on wood/carpet, if wisdom is
      at_high or above, and animal lore is high enough.
- [+] make f_twohanded only apply up to a given lf size.
    - [+] implement
    - [+] then add "istwohandedfor(wep, lf)"
    - [+] then fix up ob defs in data.c
- [+] unnatural growth/shrinkage spells should be temporary too (like
      potion)
- [+] random polymorph code
    - [+] stay at the same TR, or one higher/lower! (same for player
          random polymorph)  
- [+] elephant - friendly to mammoans
- [+] mammoth
- [+] pixie (then pixie, dryad sprite = sylvan / fae)
- [+] naiad / nixie
    - [+] blue 'n'
    - [+] low power charm to lure into water
    - [+] dagger/javelin
    - [+] throwing net
    - [+] resist magic 25%
- [+] droid - zapper
- [+] hoverscout (levitates, summons monsters)
- [+] skellion - floating flaming skull, scream attack, flame melee
- [+] fire primality should cast flame burst.
- [+] don't modify monster hp based on fitness.
- [+] storm primality / wind primality
    - [+] very fast
    - [+] 2 attacks - 1d5 each time. (pummel with debris / zapper)
    - [+] permenant windshield
    - [+] lesser:
        - [+] lightningbolt (lesser, 2d6)
        - [+] sleetstorm (lesser, 1-2 cold and slow movement)
    - [+] greater
        - [+] chain lightning (greater, 3d6)
        - [+] hailstorm (greater, 1d6 cold and 1d4-5d4 depending on
              power)
- [+] naiad (water sprite) - 'n' -blue
    - [+] good
    - [+] aquatic
    - [+] water spirit
    - [+] charm spell
- [+] ling parasite - green 'x'
    - [+] turns one corpse into a zombie (dies in the process)
- [+] add onion object.
- [+] roc
- [+] "crystal cur" - canine. only bashing works
    - [+] gems for corpses.
- [+] bug: monsters not using spells. fixed.
    - [+] test NOSPELLS bug with rapidivy
    - [+] test low IQ spells with storm primality
- [+] make hitdice be d8 rather than d4
    - [+] change F_HITDICE
    - [+] add constant HITDIESIDES
    - [+] redo all definitions in data.c
2012-03-11 01:39:33 +00:00
Rob Pearce a6aab1afe1 - [+] ai shuldn't want its home/life objects.
- [+] lich
    - [+] lifeob = ornate glass jar
    - [+] can walk up to 12 away
    - [+] chilling touch
    - [+] mindshield
    - [+] teleport back to jar on death
- [+] monster ghosts have lifeob = corpse, which we generate.
    - [+] but DONT let them possess the player ?  or dont let them
          possess anyhting ?
- [+] mosnters should say noooo! if their lifeob is destroyed
    - [+] lifeobs need a link back to owner f_lifeobfor xxx
- [+] lifeob check wasn't including the lf's cell itself.
- [+] spellcasttext for dryad - "Charm" = beckons
- [+] poltergeist should be invisible
- [+] troll should covet food
- [+] avian - birds should be friendly
- [+] scroll of permenance should make armour invulnerable
- [+] amulet of mind sheild - immune to psionics 
- [+] parserace() shouhld handle "random _baseid_" ie. random ant,
      random troll etc
- [+] vault: troll cave (very rare)
    - [+] trolls
    - [+] bones
    - [+] cooked corpses
- [+] bug: minions not being created in vaults.
- [+] vault: ant nest
    - [+] queen ant
    - [+] dirt floor
    - [+] lots of ants
    - [+] LOTS of food.
- [+] reduce flame volume
- [+] vault maintainedge not working.  slightly fixed now?
- [+] vampires are turning into gas clouds but then trying to attack.
- [+] new amulets
    - [+] Of evolution (turn into a merman in deep water, aviad instead
          of falling, (fireres humanoid) in fire, (coldred human) in
          cold)
        - [+] in deep water and can't swim? turn into merman
        - [+] about to fall through a hole? turn into a flying aviad
        - [+] in fire and not resistant? turn into a Lavax
        - [+] in cold and not resistant? turn into sasquatch
        - [+] all polymorphs are TEMPORARY (5 turns or so).
        - [+] no autoid
    - [+] of bloodthirst - walking over blood heals you!
        - [+] no autoid
    - [+] Of graceful swimming (auto turn into a swan when you enter
          water)
        - [+] no autoid
    - [+] paranoia (5% chance per turn to create monsters out of sight,
          but in lof)
        - [+] they will make a "walk" noise right away
        - [+] or something just "you hear xxx right behind you!"
2012-03-08 19:42:25 +00:00
Rob Pearce ea5d012876 - [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!!
- [+] air spells:
    - [+] create whirlwind - make a single whirlwind
        - [+] implement
    - [+] ethereal steed - move very fast and levitate
        - [+] f_autocreateob whirlwind behind you
        - [+] whirlwind object throws any lfs/objects around randomly
    - [+] tornado - creates a single tornado at a given location (more
          powerful). it moves around randomly, kills adjacent walls.
        - [+] F_OBMOVESRANDOMLY
        - [+] find an adjacent cell (walls ok)
        - [+] kill any walls there
        - [+] move there
    - [+] hurricane -  creates a cross cloud of whirlwinds (very
          powerful!). these move around randomly and kills adjacent
          walls.
        - [+] implement
        - [+] make them all move TOGETHER.
- [+] djinni / genie
    - [+] invisibility
    - [+] gaseous form
    - [+] illusion? mirror image ?
    - [+] permenant ethereal steed effects
    - [+] airblast
    - [+] gust of wind
- [+] efreeti
    - [+] wall of fire (new spell)
    - [+] gas form
    - [+] enlarge
    - [+] flame pillar
- [+] when summoning a monster with a lifeob, place it under them?
- [+] druid should learn canwill plantwalk at some point... level 7
- [+] allow f_cancast to have a timer too, like canwill. (so that
      monsters only cast certain spells sometimes)
- [+] is ai plantwalk working?
    - [+] seems to...
    - [+] but then i get "something casts a spell at you!"
    - [+] aigetspelltarget is setting targlf to player. FIXED.
    - [+] ai keeps on casting plantwalk after doing it once.
    - [+] ai needs to sto fleeing after casting plantwalk successfully!
        - [+] this is because after stealing, we are fleeing for a time
              limit, rather than PERMENANT
    - [+] once this is fixed, add spellcasttext plantwalk = null for
          dryad.
- [+] NEw code:  if you teleport, and you were fleeing, and you can no
      longer have LOF to the one uou're fleeing from, STOP.
- [+] The dryad vanishes!  A dryad moves out of view.--More--
    - [+] don't say both!
- [+] change CHARMEDBY code for player:
    - [+] walk towards charmer, then give them your stuff!
- [+] dryad brown 'T' (tree creature)
    - [+] knife
    - [+] must stay near oak tree
    - [+] can "plantwalk" between oak trees (or other plants).
        - [+] cast spell at cell with plant, warps you to a random one
            - [+] for player:  reveal all cells with trees, then ask
                  you which one.
        - [+] range 1
        - [+] maxpower 1
        - [+] ai casting:  must be a plant in range.
    - [+] emergency code: if not within lifeob range, move back!
    - [+] can cast sleep
    - [+] wants gold/gems/weapons
    - [+] home oak tree contains gems
    - [+] steal
    - [+] stayinroom
    - [+] charm 
    - [+] AI shouldn't ever walk away from life ob!
    - [+] ai homeob gems aren't appearing
2012-03-07 11:46:55 +00:00
Rob Pearce 95e470238e - [+] fire skeleton shouldn't be immune to cold
- [+] if monster dodges your first atatack, cancel the second!
- [+] make god anger/happiness fade over time, unless they are enraged
      (1 per turn ?)
    - [+] chance of fading is 1 in (abs(piety)/100)
- [+] don't include " [tried] when dumping bones!
- [+] "repair all"!
    - [+] implement repairall
    - [+] make repairall like eating (auto action)
- [+] time taken when you fall down should be longer
- [+] F_STAYINROOM monsters will go back to their lair if they ahve no
      target.
- [+] more object decay in bones files:
    - [+] blood splashes/pools become blood stines
    - [+] all objects have a 1/4 chance of vanishing (someone picked
          them up)
- [+] resting should only please glorana if your'e actually worshipping
      her!
- [+] exploit: stand outside jimbo's room and pelt him! fixed.
- [+] random "behaviours" for more/less hp
- [+] around dlev 8-9, monsters are too easy.  at this point i'm
      dealing 10-20 damage per hit.
    - [+] give monsters a "Challenge Rating" seperate to their hitdice.
    - [+] instead of gethitdice(), use getcr()
    - [+] change dumpmonsters
    - [+] use cr() to determine what monsters will appear, not hit dice.
    - [+] that way i can have certain mosnters have more hp, but still
          appear higher in the dungeon
    - [+] initially, assign CRs based on hit dice
    - [+] when rolling hitdice for monsters, always give maximum, then
          go up/down by 15%
- [+] monsters shoiuld always know spells from their spellbooks.
2012-03-06 10:47:26 +00:00
Rob Pearce 69cd41a714 - [+] make zombies eat flesh.
- [+] warn before eating your own kind if it will anger your god, and
      you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
      MOVING.
- [+] bug: issue with skill display if you learn higher than your max
      level by reading a book!
    - [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
      & thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
    - [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
    * [+] nouns
    * [+] adjectives
- [+] flight  (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
    - [+] feather fall (dt_fall dmg = 0)
        - [+] don't "slam into the ground", just "float gently to the
              ground"
    - [+] of amplification (boost listening skillchecks, allow you to
          listen at stairs)
    - [+] peaceful sleep (don't get woken up by sound, cursed)
    - [+] chef's amulet(lower metabolism) 
    - [+] thief's amulet (lockpicking)
2012-03-05 10:31:21 +00:00
Rob Pearce 2b77aa200e - [+] vaults
- [+] oval
    - [+] chasm
        - [+] room split in 4 by glass
    - [+] concentricroom
- [+] Crash when a vault uses the object 'hole in the ground' 
- [+] better method of giving spells to monsters
    - [+] f_randomspellcount v0=amt
    - [+] f_randomspellschool v0=ss_xxx  v1=minlevel v2=maxlevle, text
          = pw:xxx or null
        - [+] if power not given:
        - [+] castig power is (starting depth / 2)
        - [+] limited by spell's max level.
    - [+] OR
    - [+] f_randomspellcount v0=amt
    - [+] f_randomspellposs v0=spellid, optional text = power.
    - [+] include these in validateraces
    - [+] populate monsters...
    - [+] TEST! (with fire sprite, check if it casts a spell other then
          fire dart)
- [+] if monster is randomly given the job "j_wizard", you MUST pick a
      subjob too!
- [+] go back to using CANCAST for monster spells, so that they show up
      properly in a mind scan.
- [+] druid should start with sickle as secondary weapon.
- [+] healing not hurting undead - should be fixed now.
- [+] add description of spell powe calculation to spell skills
- [+] increase obhp of armour
- [+] i was a druid, levelled up to l4, and didn't get a new spell!
      FIXED. wasn't refreshing LEVSPELLSCHOOLFROMX.
- [+] make it a lot harder to get "beheaded" etc.
- [+] show real object name in "killed by a thrown xxx" even if you
      didn't see it
- [+] short blades shouldn't be able to behead.
- [+] monster threat calc should take #attacks into account!
- [+] CTRL-DIR to turn isn't working agian. fixed.
- [+] make peasoup have range 1, rather than just going straight in
      front of you.
- [+] power 1 glyph of wardning useless. fixed.
- [+] reduce zombie maxattacks to 1.
- [+] bug:  Are alcohol no longer covered in (null).--More--
- [+] make merlochs much more rare.
- [+] light recalc is MASSIVELY slow on some levels.
    - [+] for now:  remove dark levels completely?
- [+] "You see 2 sheet of ices here."
- [+] remove F_FROZEN when you cook something.
- [+] frostbite should do a little more damage. d4 instead of d3.
2012-02-29 06:05:14 +00:00
Rob Pearce 1fb5e12386 - [+] need a better message when sickness wakes you up.
- [+] at the moment i just get "your rest is interrupted!"
- [+] incorrectly calling getlorelevel() with raceid ratehr than
      raceclassid.
- [+] CRASH in spellresisted() when caster is null
- [+] fix rest being interrupted by all flags!
    - [+] flagcausesinterrupt()
    - [+] test - get poisoned then sleep/train
    - [+] test - potion of elemental immunity
- [+] metal armour now isn't being damaged _enough_!
    - [+] fixed - wasn't applying the full original damage to armour.
2012-02-28 12:02:38 +00:00
Rob Pearce 8186db9f5a - [+] chance to resist knockback?
- [+] "%s staggers backwards, but stands its ground."
    - [+] every size over human gives 10% chance to avoid.
- [+] monster jobs
    - [+] demonologist - can summon demons
    - [+] shaman - summon animals
    - [+] bezerker - can use rage
    - [+] necromancer 
    - [+] add f_startjobs to monsters
- [+] in makedesc_race, combine skills up until screen width. ie:
    - [+] Novice Listen, Novice CLimbing
    - [+] Also combine abilities, ie:
        - [+] Ability: jump
        - [+] Ability: xxx
        - [+] becomes:
        - [+] Abilities: jump, xxx
- [+] more psionic spells!
    - [+] psionic blast ? daels direct damage to intelligent creatures
          ( 1 to iq/10 )
    - [+] anticipate action: next xxx attacks from target lf against lf
          always miss
        - [+] "you easily dodge %s%s attack."
- [+] fire should spread on carpetted floors?  how to stop it spreading
      to the whole dungeon ?
    - [+] implement
    - [+] test
- [+] new poison type:
    - [+] migraine. sound causes pain (1 per volume?). light spells
          cause pain too.
        - [+] can get this from food too. (instead of gastro ?)
        - [+] mental spell to give a migraine - "brainache"
- [+] eating raw meat can give you migraine, or gastro.
- [+] make makedesc_race take player lore skills into account
    - [+] in describerace(), make title be:
        - [+] Race::glowbug (beginner level knowledge)
    - [+] LORE LEVELS:
        - [+] NOVICE: common knowledge
            - [+] breaths water 
        - [+] BEGINNER: only known if you've studied it a bit
            - [+] nocturnal, damage resistances/vulns
            - [+] silentmove
            - [+] stability
        - [+] ADEPT:
            - [+] only know it if you've studied it a LOT
                - [+] wantsobs
                - [+] spells
                - [+] morale
                - [+] eating habits
        - [+] when attacking something which is immune to your weapon, 
              warn you.
            - [+] (if your lorelev >= beginner)
- [+] change io.c to use command_t table
- [+] when selecting your starting weapon, show damage and accuracy 
- [+] scourge gains nullify at high levels
- [+] bug: ur-gnats not flying
    - [+] had f_nospells AND f_canwill flight
    - [+] made f_nospells not affect F_CANWILL, just F_CANCAST
- [+] shouldn't be able to cook firebug corpses
- [+] fire shoudl make crackling noises
- [+] nullify should anger god of magic, and not upset god of battle
- [+] nullify shouldn't affect natural flight fof birds
- [+] shouldn't remember your surroundings while raging
- [+] lfs shouldn't flee from themselves!
- [+] change attackverb for touch attacks.
- [+] eyebat gaze
    - [+] "your pair of sunglasses protects you"
    - [+] but the spellcast is never announced!
    - [+] fixed.
- [+] stun() should make lf lose concentration
- [+] fix a few logic errors in gaze protection code.
- [+] when i go up level as a scourge, I'm getting "You have gained the
      ability 'Nullify' (job perk)."
    - [+] i should be getting You have gained the ability 'Nullify VII'
          (job perk).
    - [+] why isn't 'hte power appearing
- [+] also when i start typing nullify, it says "It is too powerful for
      you to cast"
    - [+] because levabil isn't keeping pw:xxx text
    - [+] BUG in LEVABIL.
2012-02-28 11:02:02 +00:00
Rob Pearce afb0d30b23 - [+] remove enchantment school
- [+] remove gravity school (move to "air")
- [+] mud should eventually dry out (but take 50 turns or so)
- [+] bug: " [@=stats Effects Items gic ?=describe ESC=quit]"
- [+] allow '?' from askgod() prompt.
- [+] when hecta changes you to a vampire:
    - [+] don't change your hp!
    - [+] don't chance your stats ?
- [+] add ?j for job descriptions
- [+] wrapprint: when caling line length, use modified strlen to ignore
      ^c or ^num
- [+] extra info in makedesc_job:
    - [+] Attrib mods:
        - [+] Strength: very high
        - [+] IQ: Low
    - [+] Alignment:  Neutral  OR Good/Evil etc, or ANY
    - [+] starting skills: x, x, x, x, x, x
- [+] changes to paladin
    - [+] cannot cast spells if using cursed weapon/armour
- [+] get rid of skillcheck to learn a new spell.
- [+] cyclonic shield should also damage attackers.
- [+] ^F#_#^? releases a cloud of red spores
- [+] ragefungus bug
    - [+] "you are too tired to do that right now"
    - [+] move this check out into useability.
    - [+] test that minotaur still uses charge. (which costs stamina)
- [+] force sphere not working! fiexd, needed to limit "radius" to 1
      minimum. also added animation.
- [+] reduce max jolt power to 5.
- [+] change initial sky wizard spell to jolt
2012-02-27 08:27:55 +00:00
Rob Pearce ff13f25bb9 Paladin changes
- [+] average charisma + speech ?
- [+] lose all/most of  the warrior abilities
- [+] can only voluntarily wear known blessed items (add this to the
      description)
    - [+] (glorana must give holy water when you pray)
- [+] move most post-damage stuff into losehpeffects()
    - [+] pass "int doextraeffects" to losehp_real().
    - [+] during melee attack, delay this.
    - [+] otehrwise, it happens in losehp!
- [+] add constants for real_getobname params
- [+] add constants for real_losehp params
- [+] issue - should i be able to say 'have mercy' when i'm not
      adjacent?
    - [+] probably not!
- [+] don't sell credit cards in shops.
- [+] make crowns, velvet robes, wizard hats more likely to have brands
- [+] don't say "your feet get wet" when walking from water to water
- [+] fix bug in real_warnabout() where multiple warning_t instances
      were being made for the same text.
2012-02-25 23:42:48 +00:00
Rob Pearce 4808d2c9df - [+] allow user to DISABLE auto dodge fatal attacks ?. enable through
"reflexive dodging" ability
- [+] first rotation in a turn takes no time
- [+] exploit: if you walk diagonally next to a monster, it moves to
      your previous space!
    - [+] fix: aigetlastknownpos should  return the cell that trails
          point to, not the cell _with_ the trails.
- [+] only recognise weapon quality (masterwork etc) if you are skilled
      in that weapon or perception
- [+] cope with mosnter necromancers, etc
    - [+] parserace should look for necromancer etc.
    - [+] if so, set "wantsubjob" to SJ_NECROMANCER etc
    - [+] move specialty mage code into "givejobspecialty"
- [+] Make wizard's job name depend on primary spell school.
    - [+] "Demonologist", "Firemage", "Icemage", "Necromancer",
          "Skymage", "Wizard" (wild)
    - [+] instead of getjob() then j->name, use "getjobname(lf)"
    - [+] f_jobname
- [+] i should never "hear voices chanting" from an abandoned temple
- [+] for monsters, show "its bite inflicts poison" in io.c racial
      knowledge
- [+] casting healing on myself pleased Glorana twice!
    - [+] one from casting a life spell
    - [+] one from casting healing.
    - [+] move ones from spell.c to castspell()
    - [+] new flag: f_pleasesgod v0=godid, v1=howmuch
    - [+] add to other spell objects:
        - [+] f_pleasesgod
            - [+] GODFIRE - spelllevel * 2
            - [+] GODDEATH = spelllevel
            - [+] GODLIFE = spelllevel*2
            - [+] GODNATURE: spelllevle*2
    - [+] show this in describespell
- [+] for god healing effects, use gainhp() so that it says "Your HP is
      fully restored."
- [+] change F_RESISTMAG to be percentage rather than 1-20
- [+] make some gods' pleasure boost power of related spells
    - [+] 1 per each positive levle of getpietylev()
    - [+] glorana: life
    - [+] hecta: death
- [+] only apply auto shortcuts for players.
- [+] subjob_t
    - [+] addsubjob()
    - [+] killsubjob()
    - [+] show subjobs in job descriptions.
    - [+] data.c:  addsubjob(.... 
    - [+] in job defs:
        - [+] f_canhavesubjob sj_xxx
    - [+] use this to determine whether to ask about them
    - [+] redo getjobname 
    - [+] remove f_job->Text
- [+] speak with dead should only work on corpses of races which can
      talk.
- [+] warrior subclasses
    - [+] "Scourge"
        - [+] gains magic resistance as you level up
            - [+] == 5 + (level * 3) %
        - [+] nospells
        - [+] no mana
    - [+] paladin
        - [+] blessed gear
        - [+] can will turn undead
        - [+] healing magic
        - [+] god = glorana.
        - [+] cannot use spells if glorana is angry.
    - [+] battlemage
        - [+] starts with one spell school (fire/ice/air)
        - [+] canlearn fire/ice/air spell schools
        - [+] limited to adept in all schools
        - [+] slightly less hp
        - [+] no warrior abilities
2012-02-24 06:45:23 +00:00
Rob Pearce 0f914d8819 More godstones:
- [+] amberon: rename to "Purity"
    - [+] make it cure deformities etc ?
    - [+] massive damage to undead ?
- [+] thieves: of vengeance
    - [+] makes all monsters attack themselves
    - [+] steals all weapons from monsters
- [+] mercy: of mercy..
    - [+] acts as ring of miracles (when charged)
- [+] make "mirror image" be a modification spell instead of
      mental ?
- [+] make resize spells target a lf, rather than the caster
- [+] l2 spell alchemy - convert metal object into power% its value in gold!
      (maxpower 5)
    - [+] need wantmaterial in doaskobject
- [+] move ring of miracles check out of losehp().
    - [+] instead, just use the die() one.
- [+] titans have more hit points than gods!!! fix this.
2012-02-21 19:45:01 +00:00
Rob Pearce 067cd92f37 - [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
    - [+] varpower
    - [+] makes power 'clone' lfs who look the same as caster
        - [+] ie. same race.
        - [+] also same job/armour/weps?
        - [+] add f_noxp
        - [+] add f_nocorpse
        - [+] add f_summonedby so they vanish when the caster dies
        - [+] add f_phantasm
            - [+] vanish after _power_ hits,
            - [+] attacks do 0 damage
            - [+] don't announce innefectual attacks
            - [+] dont cast spells or use abilities
        - [+] petify() them if made by the player
            - [+] force them to stay close.
        - [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
              and was created by player
    - [+]  mosnters try to attack them.
    - [+] once one gets hit enough times, it disappears
    - [+] if the caster dies or changes level, they disappear.
    - [+] can't talk to them
    - [+] their obejcts vanish when they die
    - [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
      instakills
    - [+] remove liking of healing
    - [+] remove like of healing spells
    - [+] takes a long time to anger.
    - [+] aviod traps (bamf you away before they trigger)
    - [+] prayers:
        - [+] resist stoning (pray while appropriate creatures around)
        - [+] resist paralysis (pray while appropriate creatures around)
        - [+] sleep on enemies
    - [+] passive powers:
        - [+] always warn as if wisdom is high (passive) 
        - [+] always save when killed right after using stairs
              (passive) "well, that seemed unfair."
    - [+] gift:
        - [+] auto sixth sense
        - [+] potions of restoration
        - [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
      still alive
    - [+] ... but they're still alive!
    - [+] ... for yumi, move KO chance from losehp() to attacklf().
    - [+] do the check BEFORE setting 'fatal'
    - [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
      true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
      with KO
    - [+] do it.
    - [+] test KO code.
    - [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
    - [+] less than human: shortnone
    - [+] human: normal
    - [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
    - [+] implement
    - [+] test
- [+] new spell: ressurection
    - [+] corpses need to remember their lf's level
    - [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
      at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
    - [+] start at novice in all magic skills (but don't gain initial
          spells)
- [+] killing undead should please glorana LOTS. because it's hard to
      gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
      you what to do next.
    - [+] "come to the realm of gods and use it to destroy (related
          god)"
    - [+] "or if you lack the courage, give it to me!"
    - [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
      them!'
- [+] EITHER:
    - [+] challenge and defeat the god related to this godstone (more
          points. "Crowned the god of xxx.")
        - [+] TEST
    - [+] offer the godstone to the godstone's opposing god  (less
          points, "Ascended to demigod-hood.")
        - [+] implement
        - [+] TEST
GODSTONES:
- [+] klikirak: rage
    - [+] done
    - [+]  (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
    - [+] magic
    - [+] battle
    - [+] life
    - [+] mercy
- [+] you can't hurt gods unless you
    - [+] a) have their godstone
    - [+] b) are in the realm of gods
2012-02-17 05:16:45 +00:00
Rob Pearce 30006c4cac - [+] for intelligent and wise monsters in groups, make at lesat one
stay awake (on guard)
- [+] shouldn't get salmonella from roast meat! implement israwmeat()
- [+] Curse removal -      $-2147483648 each
      Blessings     -      $-2147483648 each

      (there is a $644245120 surcharge for uncursing an equipped item)
      Pay for a blessing (you have $118) [yn]?
    - [+] fixed.
- [+] f_rage should make f_hiding disapepar.
- [+] after stealing from shop, call more() to allow for god messages
- [+] problem - vampires shouldn't ALWAYS be flying.
    - [+] any race with 'f_flying' should have f_canwill fly as well. 
          Use naturalflight on race instead.
- [+] call touch() on your weapon every turn? (ie. for red-hot ,
      undead, etc)
- [+] CRASH right after a cockatrice stoned my wolf.
    - [+] lf->flags = NULL
    - [+] lf->race = corrupt.
    - [+] because i'm calling die() from withing stone() from within
          timeeffectsflags()
2012-02-14 19:11:33 +00:00
Rob Pearce df442e96d1 - [+] still give mp to warriors, justnot much
- [+] more rare potions - too many exp potions at the moment.
- [+] don't show dt resistances in io.c  if you're immune
- [+] more orcs
    - [+] make ork better
    - [+] grey orc
        - [+] invis
        - [+] confuse
    - [+] grand orc
    - [+] blood orc
    - [+] norc
        - [+] smitegood, darkness
- [+] more goblins
    - [+] froglin (blowguns, jump)
    - [+] dusur (sand goblin)
        - [+] throw salt to blind
        - [+] go through walls (passwall)
        - [+] tunnel downards (dig)
- [+] blowguns
- [+] more veryrare food to dilute 4leaf clover
    - [+] curadough - filling, fullheal, lower metab
    - [+] psitruffle - give temp xp/skill boost.
- [+] bug: two adjacent corpses, one catches on fire
    - [+] fire keeps going between them
    - [+] fix: fires don't burn out if there are adjacent fires with
          MORE hp - must be >, not >=. (they remain at 1hp)
    - [+] when fires spread, they get all their hp back.
    - [+] flaming objects don't expire if there is a fire object on top
          of them
- [+] random alignments on monsters not working!!!
    - [+] test with lizardman.
- [+] dispaly of skills not working......
    - [+] we get:
        - [+] At Novice level:   xxxxxxxxxxx
        - [+] : yyyyyyyyyyyyyyy
    - [+] should be:
        - [+] At Novice level:   xxxxxxxxxxx
        - [+]                            : yyyyyyyyyyyyyyy
    - [+] makedesc_skill ok.
    - [+] it's when we print it from getchoicestr!
    - [+] ie. wrapprint()
        - [+] if strlen(word) == 0, print a " "
        - [+] kind of words... but now i'm getting twice the amount of
              spaces
        - [+] make readuntil_real which remembers the amount of
              delimeters seen
            - [+] if number of delims is > 1, then print them all.
- [+] warn if you're good and attacking something helpless
2012-02-13 19:55:55 +00:00
Rob Pearce 3e5c718502 - [+] non-player insects should never be able to break out of a web.
- [+] stench should still affect non humanoid/animals if they have
      f_enhancesmell
- [+] bug: god of fire should only be pleased by kills if you used fire.
- [+] luck should affect whether you gain abils from eating corpses
- [+] lower weight of four leaf clover
- [+] bug: when dungeon had different wall type selected, still got
      scattered rock walls
- [+] death spells shouldn't please hecta if they fail
- [+] bjorn should restore stamina when you pray
- [+] show your score when you didn't make the hiscore table.
- [+] eating corpses for resistances
    - [+] f_eatconfer on race defs. fill in text for stacking, ie.
          resist becomes immunity if you already ahve it.
        - [+] must have f_mutable.
    - [+] have to eat mutant corpse first to enable this.
        - [+] you gain f_mutable.
        - [+] "Your body feels ready for mutation."
    - [+] thereafter......
    - [+] for resistances, you first take maxhp/2 damage of the same
          type (with chance to ko rather than kill)!
    - [+] inherited by corpses
    - [+] eat shadowcat to see through smoke? this replaces the
          temporary smoke creation effects.
    - [+] add to some lfs
        - [+] dtresist (elemental based)
        - [+] attrmod (wyrm or giant corpses)
    - [+] when you create a new corpse object, take EATCONFERS from
          race!
- [+] store owners shouldn't let you in if you have f_stench
- [+] if you pick up a non-magical object (ie. a potion of water), and
      have detect magic, and it's not magic...you know it's uncursed,
      +0, etc.
    - [+] (assuming pot_water is known)
- [+] other effects of alignment
    - [+] areenemies()
        - [+] good:
            - [+] other good creatures are still "peaceful" (remove
                  f_hostile on creation)
            - [+] evil creatures are always hostile (even npcs) (add
                  this flag in addlf())
            - [+] no xp for attacking peaceful
        - [+] neutral: nothing special
            - [+] no xp for attacking peaveful
        - [+] evil: 
            - [+] still get xp for attacking peaceful
            - [+] good creatures are always hostile (add this flag in
                  addlf())
    - [+] show alignment in @. maybe after "Race: xxx"
    - [+] add random alignments to some humanoid races
        - [+] should be able to jsut use f_align al_none "gne"
        - [+] lizardman
        - [+] all the playable races
    - [+] bonus when 'c'hating to your own alignment npcs 
    - [+] move alignment question to givejob(), and make it random for
          mosnters
    - [+] add alignment to gods
- [+] sandman - puts you to sleep. OR has lots of sleeping dust.
    - [+] glyph: brown 'y'
    - [+] miniature tornado of sand, humanoid visible inside
    - [+] can cast sleep, range 1 (or 2 and need lof?)
    - [+] corpse:  smoke and sleeping dust?
    - [+] no attack.
    - [+] low hitdice (2)
    - [+] fairly high ar (10)
    - [+] madeof dirt
2012-02-10 06:44:12 +00:00
Rob Pearce d2588bdd98 - [+] replace causesvomit with vomitob
- [+] monsters shouldn't weild lit torches
    - [+] maybe reduce the damage that they do?
- [+] change allomancy to work like psionics
- [+] change colour of carpetted floor?  to what though? red.
- [+] amberon should only accept sacrifice of KNOWN cursed objects!
- [+] infinite loop when going into a sewer. fix_reachability keeps
      failing.
    - [+] in linkexit()
        - [+] startdir getitng set to DC_E! should be orthog only!
        - [+] because forcedir is DC_E!
- [+] Mummy? made of paper (ie flammable). rotting touch. curse.
      corpsetype = sand or ash, and blank paper.
    * [+] inflicts rotting disease "mummy's curse"
    - [+] can cast cause fear (but not very often, 50 turns or so)
    - [+] vuln to fire (1-8)
    - [+] vuln to holy (2-8)
- [+] greater mummy
    - [+] more hd
    - [+] lots more damage
    - [+] stronger fear spell
    - [+] no vuln to anything
    - [+] magic resistance
    - [+] priest spells. - death disease evil revenge, guardianship.
          some new ones:
- [+] rot:
    - [+] instead of losing hp, lose str+fit and just no healing ?
- [+] wyvern
    - [+] wyrm without breath weapon
- [+] ice demon
    - [+] shardshot, power 3 (ie 3d6)
- [+] snow troll
    - [+] implement
    - [+]  - frostbite, range 1 "exhales a freezing wind"
- [+] griddler, small demon, fire dam attack, heat metal ability,
      carries a permenantly red-hot weapon 
- [+] curse (curses equipped objects)
    - [+] applys a curse to 1-power equipped objects.
    - [+] applies a -1 penalty too, if it's a weapon/armour/can have
          bonuses.
- [+] protection from good.
    - [+] repel the next "power" attacks from good-aligned lfs
    - [+] casttoattack xxx
    - [+] this needs the player to have an alignment!!! (base it on the
          job)

FROM PREVIOUS COMMITS:
- [+] if you polymorph into something with nopack, MELD your pack ?
    - [+] move all from lf->pack to lf->meldpack
    - [+] have to SAVE meldpack too.
- [+] monsters which attack if you get too close
    - [+] eg. wolf
    - [+] do they attack other monsters in range too? or just players?
2012-02-09 21:00:10 +00:00
Rob Pearce 5d7b3dedc6 - [+] change how poison works
- [+] poisontype_t
    - [+] define them all
    - [+] ie. each poison type has a fixed damage amount.
    - [+] check poisonisfatal()
    - [+] check F_POISONED bit in startlfturn

- [+] salmonella. like food poisoning but causes more damage.
- [+] small chance of getting sick from raw meat?
    - [+] FIT check to avoid.
    - [+] raw meat = gastroenteritis. 
    - [+] raw chicken = salmonella 
    - [+] rotting food = either gastro (66%) or salmonella (33%)
- [+] new monster-only jobs
    - [+] guard
        - [+] has lots of armour and f_noflee and f_stayinroom
- [+] set climbing difficulty based on cell type as well as material
2012-02-08 04:23:51 +00:00
Rob Pearce d876d30d70 - [+] Remove or disable old code:
- [+] shopkeepers
    - [+] remove F_SHOPITEM - this was used for old shop code.
    - [+] "shop" vaults
    - [+] village map (but leave the habitat for use in bazaar vault
          etc)
- [+] vault: support for random monsters - use "random" for name
- [+] vault flag: f_monsstayinvault
- [+] vaults for goblin caves
    - [+] pool of water
    - [+] small hut
    - [+] brick wall
- [+] trapped corridor
- [+] pranksters dust (makes everyone invisible)
- [+] allow c_random for animations
- [+] random chance of different kind of wallfloor when creating
      dungeons
    - [+] brick wall (slightly weeaker, orange/red)
    - [+] metal wall
    - [+] wood ??
    - [+] instead of using map->habitat->solidcelltype, use
          getsolidcelltype(map)
        - [+] this checks map for f_solidcelltype
        - [+] if not there, uses map->habitat->solidcelltype.
    - [+] vaults should be able to inherit empty/solid types from map
        - [+] x:cell:EMPTY
2012-02-07 23:28:48 +00:00
Rob Pearce 22c316437e - [+] hiscores - show "Killed by xxx on level 5 of the dungeons."
- [+] extra suffix text.
    - [+] use two lines for each entry.
    - [+] have to use modified version of wrapprint for this.
        - [+] wrapprint needs a "wrapped_lines_indent_amt" option.
    - [+] this should give exactly 24 lines.
2012-02-07 04:26:29 +00:00
Rob Pearce 24d95368b6 - [+] redo throw hit%. even inept sk_throwing should have 40% or so to
hit at point blank range.
    - [+] only reduce hit% after first cell? 
- [+] increase change of player ko with yumi
- [+] tranq dart and nanodart should be rodshaped.
- [+] genericise purification
    - [+] F_PURIFIESTO v0 = newobject
    - [+] add toadstool -> shiitake
    - [+] posion potion -> water
    - [+] acid potion -> water
    - [+] rum -> water
    - [+] DONT make the original object type known now 
- [+] higher level purify food lets you select a cell!
    - [+] need f_targettedspell v1 & v2 to specify power.
- [+] druid should get to pick one of 3 spells (from each available
      level) upon levelup, not anything!
    - [+] implement f_levspellschoolfromx
    - [+] TEST!
- [+] implement secondary weapon swap with 'x'
    - [+] initial press:  unweild curwep. if successful, mark as
          secondayr.
    - [+] subsequent presses:  find secondary wep (or fail). remember
          cur. weild secondary. if successful, remove scondary flag and
          mark old cur wep as secondary
    - [+] when you move an object, it loses secondary flag.
- [+] BUG:  I had TWO regions with rtype->id == RG_CAVE!!!
    - [+] have added debug code
    - [+] think this is fixed - need to remove created regions when i
          regenerate a map.
- [+] should be able to sell gems to jewelery store
    - [+] sm_sellitems
    - [+] shopsell()
    - [+] shop has f_cansellobclass xxx, val[0] = pct of full price you
          can sell for. normally 50% but 75% for gems. 
    - [+] allow COUNT - modified askobjectwithflag ?
        - [+] OR add an extra *sellshop option to doaskobject ??
        - [+] if this is set, only allow selection of objects which
              match the shop's f_shopsell flags
            - [+] ie. replace wantflags[]
        - [+] when passing this, don't  also pass wantflag args!!!
    - [+] rename shopsell flag to  f_shopacceptsflag
    - [+] accept F_NONE in shopacceptsflag
    - [+] make shopdonate use the same code
- [+] make donating to shops lower their prices ?
    - [+] for each 100 value you donate, reduce prices by 1%
        - [+] ie. donate 1000 worth, reduce by 10% = 1 level of speech
              skill
- [+] change shopsell to use  applyshoppricemod
    - [+] applyshoppricemod needs a new arg - up or down
    - [+] check code in objects.c for naming too!  listobs()
2012-02-07 02:50:17 +00:00
Rob Pearce 0ce77ec00b - [+] firebug should deal 1 fire damage to anything on the ground
- [+] f_damagegroundobs v0=dam, v1=damtype
    - [+] add a similar thing ice wraith (they cause cold damage)
- [+] psionic spells:  baffle and disorient too similar?  make one a
      lower level ?
    - [+] make disorient face them away from you!
- [+] ekrub shouldn't get angry for crushing glass underfoot
    - [+] OR... warn before you do this if you worship ekrub
- [+] don't drip water while inside a wall (ie. ethereal)
- [+] don't show "[tried on xxx]" for objects in store inventories!
- [+] make "i bestow a gift" msg change depending on god
- [+] potion of etherealness spell disappating twice?
    - [+] ie. stopspell being called twice.
    - [+] spell effect now chacks for existing noncorporealness
- [+] different god msg if they are angered but still pleased
    - [+] "don't do that again!"
    - [+] "ahem!"
    - [+] "i won't tolerate further transgressions"
    - [+] etc
- [+] io.c not showing that druid is vegetarian.
    - [+] show this only if ilfetime !=  FROMRACE
    - [+] don't show it otherwise, since it's a racial trait.
    - [+] change hasflag_real to have "int lifetimeexception"
    - [+] same with:
        - [+] VEGERATIRNA
        - [+] CARNIVORE
        - [+] PARTVEGETARIAN
        - [+] F_SIZE??
        - [+] VISRANGEMOD
- [+] stickstosnakes - make this not affect the CASTER's equiped
      weapon, but it doesnt affect weapons of others.
    - [+] implemment
    - [+] make spell description describe this.
- [+] make safebox not be stealable
2012-02-04 23:26:16 +00:00
Rob Pearce c1bccc652c - [+] fixed crash related to F_CASTINGSPELL
- [+] change god names to "god of xxx/yyy/zzz"
- [+] i'm pleasing the god of life somehow unknown. why?
    - [+] from sleeping!
    - [+] was checking !isasleep(god), not !isasleep(player)
- [+] ai object stealing code not working
- [+] chance to wake up when someone is stealing your objects ?
    - [+] stealer makes an easy stealth check
- [+] fix crash in steal()
- [+] when fix_reachability kills a wall, add rubble as if the wall
      fell down.
- [+] if you burn yourself on something, automatically drop it.
- [+] ai shouldn't try to wear dangerous objects.
- [+] f_hot objects count as dangerous
- [+] if metal takes fire damage, it gets F_HOT (unknown)
    - [+] touch() will burn you, and make the flag known ("red hot") 
    - [+] if you are wearing F_HOT armour, take damage from it.
    - [+] modify how heat metal spell works
    - [+] when something catches on fire, it also gains F_HOT 
    - [+] test heat metal
- [+] firebug and fire sprite should have f_extracorpse "small fire"
- [+] in makedesc_skill, only show each "at xxx level" heading once
- [+] ice wraith shuld be flying.  ghast shouldnt be levitating.
- [+] MENDING should fix rust.
- [+] BUG: ERROR - unlinked stairs! should have been linked during map
      creation.
    - [+] was on Dlev 9
    - [+] stairs were going to the swamp.... and swamp had no stairs!!!
    - [+] in finalisemap: swamp was misisng stairtypes!
2012-02-03 05:55:19 +00:00
Rob Pearce d97c0c9421 - [+] redo heaven vault to cater for 10 gods
- [+] Klikirak- male,fire and destruction
    - [+] appears as a fire elemental?
    - [+] abilities
        - [+] create fire underneath
        - [+] retaliate with fire
        - [+] burning touch
        - [+] canwill all fire spells 
    - [+] sacrifice
        - [+] anything flammable
        - [+] added effect: cast flame burst
    - [+] pray:
        - [+] set  all nearby objects on fire
        - [+] unfreeze weapons
        - [+] hurt monsters with fire spells
    - [+] gift:
        - [+] fire resist / immunity
        - [+] pyromania on weapon
        - [+] fire magic
    - [+] angry (minor):
        - [+] blast with small fire
    - [+] angry (major)
        - [+] blast you with fire (and surround you)
    - [+] likes
        - [+]  burning objects (sparking flammable, throwing objects
              onto fire)
        - [+] casting fire spells
        - [+] killing with fire
    - [+] dislikes
        - [+] casting cold spells
        - [+] causing cold damage
        - [+] creating anything (create monster / wish / create food)
- [+] what is the difference between "purity" and "life" ?
    - [+] purity:  get rid of curses, bad objects, bad food, remove bad
          statuses
    - [+] mercy:  "undo" mistakes, avoid instakills
    - [+] life:  healing, raise from dead, protection
- [+] life goddess - glorana
    - [+] appearance:
        - [+] glowing white light
    - [+] abilities
        - [+] cast all life spells
        - [+] regenerates hp very fast
    - [+] objects
        - [+] none
    - [+] likes
        - [+] destroying undead
        - [+] using life magic
        - [+] healing (as per yumi)
    - [+] dislikes
        - [+] necromancy spells
        - [+] attacking peaceful lfs
    - [+] pray
        - [+] healing
        - [+] restore mp
        - [+] protection spell
    - [+] gift
        - [+] regeneration
        - [+] firstaid skill
        - [+] life magic skill / spellbooks
        - [+] increase max hp
    - [+] angry(minor)
        - [+] life magic fails
        - [+] slow natural healing rate
    - [+] angry(major)
        - [+] no healing
        - [+] reduce max hp!
    - [+] sacrifice
        - [+] healing potions
        - [+] restoration potions
        - [+] bandages
        - [+] food
- [+] protection spell:
    - [+] divine armour
    - [+] blocks on a certain amount of damage.
    - [+] all damage goes to it! (NOT like psychic armour which just
          increases AR)
    - [+] NOT an ongoing spell.
- [+] ai: if you have a weapon of xxx slaying, use it when appropriate.
      (getbestweapon)
- [+] amberon - change abilities to be more focused on removing bad
      status effects
- [+] amberon gifts you with potions of restoration
- [+] felix is now god of thievery and vengeance.
- [+] felix now gives your weapon f_revenge.
2012-02-02 04:33:24 +00:00
Rob Pearce 664a28f003 2012-02-01 23:06:44 +00:00
Rob Pearce 3a671253a1 - [+] bug: constant redraws when walking in dark levels.
- [+] it is because makelitradius is calling setlosdirty.  and when
          you do setlosdirty(player), it redraws!
    - [+] solution: disable all redraws during calclight(), then
          afterward reenable them!!
- [+] found two maps. read the first one.  now reading the second one
      doesn't identify it (make because isknown is now true!)
- [+] plants still being counted as "helpless"
- [+] combine all save data into 1 file
    - [+] gamesave.dat
    - [+] mapxxx.dat
    - [+] regions.dat
- [+] rename elf to "Selnor"
2012-02-01 23:02:18 +00:00
Rob Pearce 5506fdcc86 - [+] bug: getobvlue price keeps going up
- [+] make food poisoning last longer!
- [+] bug: pet starting in water
- [+] ability to pay at shops using gems?  but no change.
    - [+] implement
    - [+] require speech skill at a certain level (novice)
- [+] reveal attack location for unseen attacks
- [+] bug: poisonbolt spell shouldn't cause fire damage to objects!
- [+] return to your original form after dying when polymorphed, but
      just retain SOME hp
- [+] new spell: shapeshift
    - [+] like polymorph but only affects yourself and always controlled
    - [+] you have to pick something you can see
    - [+] spell power determiens hitdice you can copy
- [+] purify food now works on all your objects, not just one
- [+] Nature god(farming, creation)
    - [+] Ekrub  
        - [+] doesn't like wyrms because they destroy things?
    - [+] objects
        - [+] has a pitchfork vs dragons
        - [+] longbow of xxx
        - [+] sun hat
        - [+] overalls
        - [+] gloves
    - [+] effects:
        - [+] canwill all nature spells
    - [+] likes
        - [+] killing animals (but only while hungry)
        - [+] killing dragons
        - [+] casting nature spells
        - [+] creating objects or lfs (wish, monsters, food)
    - [+] dislikes:
        - [+] destroying objects
            - [+] attackob()
            - [+] throwing a flask which shatters
            - [+] crush objects underfoot
            - [+] via non-nature spells...?
        - [+] poison
        - [+] attacking plants
        - [+] casting poison spells (same with other antipoison gods!)
    - [+] sacrifice:
        - [+] animal corpses
        - [+] dragon corpses
    - [+] pray:
        - [+] battle:
            - [+] will come to your aid against wyrms 
            - [+] OTHERWISE:
            - [+] entangle enemies
            - [+] lightning
            - [+] summon plants to help you
        - [+] nonbattle:
            - [+] purify food on player
            - [+] THEN one of the following:
            - [+] cure poison
            - [+] fix hunger or give food
            - [+] heal
            - [+] give ammo (if ranged weapon equipped and out of ammo)
                - [+] give it.
                - [+] make it "of seeking" (ie. always hits)
            - [+] mend armour
            - [+] bless armour 
    - [+] gifts
        - [+] ability: calm animals, power 10
        - [+] can shapeshift into a bear
        - [+] resist poison
        - [+] resist cold
        - [+] ranged weapon
        - [+] magic ammo for ranged weapons
    - [+] angry (minor)
        - [+] no nature spells work while god is angry ?
        - [+] taint your food and any food you touch
        - [+] summons entangling vines around you 
    - [+] angry (major)
        - [+] one of:
            - [+] cloudkill
            - [+] summon storm
            - [+] surround you with sawgrass
2012-02-01 01:31:36 +00:00
Rob Pearce 81d65d35d9 - [+] hunter calm animals not working
- [+] when announcing new ability/spell gains, show spell power, and
      allow override of lower power ones.
- [+] make "lessen gravity" also let you hold more. 15kg per power
      level.
- [+] fix broken autoshortcut()
- [+] calmanimals now awards gives 25% xp (druids get 50%)
- [+] show "tried on xxx]" for scrolls.  
    - [+] char *knowledge_t->triedon
    - [+] update maketried()
    - [+] update getobname()
- [+] potion of grow/shrink should only be temporary
    - [+] sizetimer v0 = newsize, v1=timeleft
- [+] bug: blessed scroll of id not being destroyed after reading it
- [+] option:  autopickup_used_missiles
    - [+] give everyone 1 free object drop/pickup per turn. after that
          it takes time.
    - [+] add the option
    - [+] add f_usedplayermissile to objects before firing them.
    - [+] if you walk onto an object with f_usedplayermissile
        - [+] AND autopickup_used_missiles is set
        - [+] ...then pick it up.
        - [+] ...and remove the flag.
2012-01-31 02:25:12 +00:00
Rob Pearce ee42bdc73f - [+] rename dragon to wyrm
- [+] cooked food shouldn't "completely rot away"
- [+] fire l6: meteor - large version of fireball
- [+] burning feet
- [+] evaporate should be a fire spell too.
- [+] more gods should remove curse for you.
- [+] eyebats shouldn't sleep
- [+] make hecta's prayers even more powerful.
- [+] fix bug in bjorn's truestrike effect
- [+] bjorn should un-dull weapons
- [+] fix buggy supply closet definitions - was getting 1-5 of same
      object rather than 1-5 different ones
- [+] restrict potion of growth to lower levels.
- [+] change method of determining how much you can carry.
- [+] change initial modification spell to 'enlarge object'
- [+] enlarge object
    - [+] door -> seals with surroundings
    - [+] rock -> boulder
    - [+] sword -> greatsword
    - [+] buckler -> next size shield
    - [+] bag -> next size bag
    - [+] or should this be a different spell?
- [+] immolate
    - [+] if a successful unarmed attack, lf catches on fire.
- [+] wizard isn't weilding staff. are fists better?
- [+] freezing touch shouldn't work on dragonwood
- [+] fix bug preventing vision when meditating
- [+] auto shortcuts
    - [+] wizards: pri/sec spells are 1/2
    - [+] cook:  lowest shortcut left.
- [+] statbar not being updated when i drink potion of magic.
- [+] warn that flying will stop mapping.
- [+] bjorn gifts should only be ones which you are skilled in!
    - [+] add 'appropriate'
    - [+] then apply to god.c
- [+] warn if you pick up poison stuff and you god doesn't like it
    - [+] "I hope you're not planning on using that/those...."
- [+] superheat - throw potion like a grenade
2012-01-29 22:47:43 +00:00
Rob Pearce a4ac951f15 - [+] remove "inscribe" spell for now.
- [+] beginner perception should let you see next to you.
- [+] fix trail directions when checking stairs
- [+] make labyrinth vault be a proper labyrinth shape
- [+] 'spark' should affect floor obs even if there is a lf there.
- [+] cursed scroll of awareness should blind you for 10-20 turns.
- [+] bug: monsters trying to flee through locked drainage grate.s
- [+] new god: Bjorn the battlelord
    - [+] Pray effects:
        - [+] bless weapon
        - [+] bezerk 
        - [+] true strike
        - [+] haste
    - [+] Likes: battles (ie. kill last enemy in lof)
    - [+] Dislike:
        - [+] calming
        - [+] poison
        - [+] magic (wands, spells etc)
        - [+] retreat (moving away with back turned) "Coward!"
    - [+] gifts:
        - [+] weapons, armour
    - [+] sacrifice:
        - [+] untouched battle spoils
        - [+] after dropping objects, add f_battlespoils if YOU killed
              the ownert.
        - [+] remove this if/when the object gets moved again
        - [+] splatter blood
    - [+] minor anger:
        - [+] rust your armour / weapon
    - [+] major anger:
        - [+] destroy your armour
        - [+] destroy your weapon
        - [+] summon lots of enemies
- [+] new god: Lumara - fem, magic
    - [+] likes:
        - [+] most things which train magic skills
            - [+] ie. casting spells
        - [+] using wands
        - [+] reading scrolls
    - [+] dislikes:
        - [+] missile weapons
    - [+] pray:
        - [+] restore mp if low
        - [+] identify books/scrolls
        - [+] remove curses
    - [+] gift:
        - [+] spellbooks
        - [+] manuals of spell schools
        - [+] extra mp
    - [+] angry minor:
        - [+] lose mp
        - [+] forget a spell
    - [+] angry:
        - [+] spells stop working (100% failure chance)
        - [+] forget all spells
        - [+] polymorph you into something bad
    - [+] sacrifice
        - [+] weapons / armour
2012-01-25 09:20:15 +00:00
Rob Pearce 5f4454d56a - [+] increase damage for missiles
- [+] retain items on polymorph if new race has f_nopack or nobodypart
      for equipped stuff
    - [+] move obs to lf->polypack
    - [+] save this!
- [+] fix bugs with remembering/restoring stats on polyrevert.
- [+] scroll of permenance should make conferred attribute changes
      permenant
- [+] change strength damage mod to be range -2 to 2 (instead of a
      percentage)
- [+] corrected poison/methane gas difference.
- [+] hecta gift: necromancy books
- [+] damagecell()
    - [+] make rock walls turn to rubble ("50-100 stones")
- [+] change to lore skill: incrase damage by a fixed amount, not a
      percentage.
- [+] felix effect: evaulation (identify obs)
- [+] god piety should never change once thy are ignoring you.
- [+] shields should protect against crit hits
- [+] hecta no longer gives unholy water? 
- [+] I'm able to use OT_A_SHIELDBASH with 0 stamina.
- [+] CRASH during loading
    - [+] fixed
    - [+] ...but check for more....
- [+] quaff potion of fury - "you're too tired to do that right now"
- [+] player was being prompted for locaiton when monster tried to wear
      a bandage.
- [+] closing iron gates is making them opaque.
    - [+] only add blocksview if the objectTYPE has it.
- [+] fountains of experience not drying up.
- [+] looking for tracks on stairs.  never finding any!!
- [+] shop descriptions not working anymore.
- [+] left hand got destroyed by explosion.
    - [+] i then wore a ring... and it went on "left finger"!
- [+] all spell effects should cease just before death.
- [+] crystal shield/armour shouldn't call wear() but rather just set
      f_equipped directly.
- [+] bedrooms/kitchens should have tiled or carpet floors?
    - [+] tiled = less stability (especially with water!!)
    - [+] carpet = more stability
- [+] fire skeleton
- [+] firebug
- [+] ice wraith
- [+] winter wolf
- [+] skoob (snowman)
- [+] crymidia can cast crystal spells
- [+] blastbug
- [+] bilco - casts flood at itself.
- [+] rubber-like things
    - [+] slug
    - [+] snail
2012-01-24 20:38:59 +00:00
Rob Pearce 4a32308310 - [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
      effective.
    - [+] get "hide" at novice level
    - [+] at beginner level, you can move while hiding. ( but if
          someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
      "a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
      hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection.  gives AR. 
    - [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
      F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
    - [+] this means that we now gain 6 stat points every 3 levels
          rather than 5, but they can be spread out.
- [+] rogue modifications
    - [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
    - [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
    - [+] needs a "boostafter" param.
    - [+] ie.
        - [+] needs at least ATTREQ agility to USE it.
            - [+] if you are less than this, start applying penalty.
        - [+] v2 = BOOSTAFTER level. (CHANGE)
            - [+] if you are above this amount, start applying bonus.
        - [+] text = scalepercent. (CHANGE)
    - [+] adjust code
    - [+] adjust defs
    - [+] explain in io.c
    - [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 07:16:18 +00:00
Rob Pearce fa9071ab69 - [+] bug: mammoan warrior with spear not agile enough to use starting
weapon!
- [+] new option when chatting:
    - [+] "care to trade knowledge?"
        - [+] works if:
            - [+] you have a skill which they don't know (or a spell
                  which they don't know)
                - [+] otherwise "there is nothing you can teach me."
            - [+] AND ONE OF
            - [+] works if they know a spell which you don't know (but
                  are able to learn)
            - [+] works if they have the same skills as you, but better,
            - [+] works if they have the a skill which you don't, AND
                  they are >= adept
                - [+] otherwise "i fear there is nothing useful i can
                      teach you"
        - [+] TEST
        - [+] can only do this once per person ("i have nothign more i
              can teach you")
        - [+] if high speech, you can pick what to learn. otherwise
              it's random.
        - [+] bug: human rogue asking to learn 'summon weapon' but not
              skilled in summoning!!!
        - [+] TEST AGAIN!
- [+] speech skill determines what you can ask people about!
    - [+] nov:any dangers?
    - [+] beg:any useful items around?
    - [+] ad:trade knowledge? 
    - [+] sk:join me?
    - [+] (but make skillchecks harder otherwise by the time you get
          the rigth speech skill level, you'll always pass!)
2012-01-21 00:35:04 +00:00
Rob Pearce 499ef0c0e1 - [+] weapon/armour shop:
- [+] pay to repair.  3 gold per hp. then modify total by speech.
- [+] "splash of water" shouldn't stop you from running. at the moment
      when your boots are wet you can never run because you keep
      dropping water!
- [+] make delvers vuln to light
- [+] reduce potion of growth rarity
- [+] make resist poison skillcheck difficulty harder.
- [+] make holycircle/pentagram detect cursed/blessed items too
    - [+] "your %s feels warm/cold"
- [+] spear shoudl have f_rodshaped
- [+] light not blinding creatures for long enough
    - [+] The area is lit by a magical light!  The skeleton is blinded!
          The skeleton turns to flee from you!  The skeleton can see
          again.
2012-01-20 02:46:34 +00:00
Rob Pearce 4f8f478139 - [+] let you salt corpses (stop them from decaying, like the spell
(forgot its name))
- [+] INFINITE LOOP during linkexit() on sewer map.
- [+] cursed scroll of light wasn't updating view properly...
- [+] when you use a tunnel, don't say "you walk down the staircase"
    - [+] use mandatory value of f_climbable text="tunnel" or
          "staircase" etc
2012-01-19 06:52:52 +00:00
Rob Pearce 804f72f5c7 - [+] monsters vulnerable to lightning
- [+] ice sprite ? (because it's water based)
    - [+] sawgrass
- [+] change how repair works
    - [+] always repair to 100%
    - [+] skill determiens  lowest hp percentage at which you can still
          repair it
    - [+] helper obs lower rather than increase cutoffpct
- [+] felix should take all gold and gems when you die.
- [+] reduce javelin weight
- [+] felix should accept gems as sacrifice too.
- [+] don't show "nothing happens" when felix casts reveal hidden.
- [+] when checking if an object will block a door from closing, use
      the same code as when checking whether a lf is too big.
- [+] The sound of a voice: "Braaaains... awakens you!
    - [+] Missing the last quote!
- [+] check firearm reloading times (F_RELOADTURNS)
- [+] add option:  "automatically relaod empty firearms"
2012-01-19 03:42:10 +00:00
Rob Pearce 80a8edf471 - [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc 
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
      costs around 100!
    - [+] adjust cost - increase value of BLESSED potion of water
    - [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
    - [+] why? debug to find out.
    - [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
      footprints, not perception
    - [+] lorelev = novice:  "you see animal footprints"
    - [+] lorelev = beginner:  "you see xat footprints"
    - [+] perception beginner: "you see fresh xat footprints leading
          north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
      of the map. 
    - [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
      "offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
    - [+] implement getopposinggod
    - [+] implement this - "xxx ignores you"
    - [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
      blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
      not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
    - [+] getskillbracket type functions
    - [+] lf definitions
    - [+] this impacts skill checks and their difficulty
    - [+] and object boosts / penalties 
    - [+] and weapon attrreq
    - [+] ATTRMOD
    - [+] JOBATTRMOD
    - [+] io.c: attrmod, jobattrmod
    - [+] getstatmod()
    - [+] basically anything which calls getattr()!!!
    - [+] when you levelup, increase one stat by 5, not 1.
    - [+] ATTRSET and ATTRMOD in spells
2012-01-18 23:11:55 +00:00
Rob Pearce 849e567b43 - [+] replace "fireplace" with "brazier"
- [+] make non-lethal kills (ie. knockouts) display in grey rather than
      green
- [+] ability: merciful fighting? always does bashing damage, always
      ko. 
    - [+] done
- [+] Chatting to gods shouldn't work
- [+] bug: when running with shift+dir, i'm running past corridors.
- [+] when announcing skill gains, say if they are from a level.
    - [+] set lifetime to FROMJOB when giving them.
    - [+] if lifetime = FROMJOB, ""you can now use the ability 'xxx' 
          (warrior skill)"
- [+] grenade/c4 explosions should be able to damage cells!
- [+] change grenades to have bigger radius (dtorth 1)
- [+] automatically call "fireat" for grenades
    - [+] impement this
    - [+] make the timer shorter!
- [+] add extra checks to stop monsters from attacking allies
- [+] replace "insane"monster behaviour with F_TERRITORIAL v0=range.
    - [+] will atatck anything else visible within range xxx
- [+] grave sprite should be able to see in the dark
- [+] instead of saying "An orc [drunk]", change getlfname to return "a
      drunken orc" etc
- [+] when you throw an object at someone in a wall, it should fall
      onto the ground in front, NOT the wall itself!
- [+] show how MUCH high/low str/agi will affect weapon damage/accuracy
- [+] different shoddy/masterwork text based on weapon types
- [+] bug: monsters never bleed from injuries!
- [+] another bug in getavgdam - negative accuracy returns negative
      damage since we modify damage by accuracy!
    - [+] within this function, limit accuracy to range 0-100
- [+] bug with options - opt->id never being initialised!
- [+] don't apply "behaviours" to anythuing other than humanoids.
- [+] increase missile accuracy if you are above your target
    - [+] (ie you are flying higher them them)
    - [+] getflightsizemod()
2012-01-17 20:46:23 +00:00
Rob Pearce db0b726088 - [+] corpses should inherit lf vulnerabilities/immunities
- [+] change bloodsplatter for full leeches to no longer use fireat code
    - [+] was a bug - wasn't handling NA for speed in F_DIESPLATTER
    - [+] change fireat code to not announce "xxx flies through the
          air" for platters
- [+] fix it so that things flying through the air (via fragments())
      can hit people.
- [+] when calling fragments(), don't announce every single "a shard
      flies at xxx"
    - [+] fireat() needs "announcethrow"
- [+] stop running when adjacent to any monster (evne peaceful)
- [+] monsters should always turn to face their attackers, even if they
      aren't adjacent.
- [+] multiple ring types are getting the same hiddenname:
    - [+] Rings
             ring of strength          (flourite ring)
             ring of stench           (flourite ring)
    - [+] validateobs now checks for this.
    - [+] nearly everything seems to have 2 entries.
    - [+] maybe also put a check inside addhiddenname!
    - [+] addhiddenname no longer triggering dupes.
- [+] bug: planeshift not working when cast by enemies.
- [+] bug: skillxp being boosted by massive amounts sometimes
    - [+]  Exp Level: 15 (32150 XP, -1581 for next)
    - [+] bug in getlfaccuracy - returning 9937 and boosting xpval by
          massive amounts!
- [+] motel bug:
    - [+] How many hours will you pay for (you have $1073)? 4 hours
          ($440)
          You start resting (in your motel room)...  You finish resting.
          You wake up.
          "Sleep well!"
    - [+] say"sleep well" BEFORE sleeping!
- [+] for some reason i'm gaining massive amounts of skill points!
    - [+] killed  giant ant, got 3 points???
    - [+] pointsforsp not going up fast enough, especially at high
          levles (13+)
    - [+] was a bug in getlfaccuracy
- [+] yumi should only check attacking helpless on your FIRST attack.
    - [+] if you have subsequent ones, they're ok since you can't
          control them!
- [+] don't please or anger gods when fighting gods
2012-01-15 23:18:20 +00:00
Rob Pearce d063040341 - [+] when we restart map creatuion due to failed fix_reachability,
need to delete all the map flags we added.
- [+] in fix_reachability, never create corridors on the perimeter of
      the map.
- [+] realmofgods should be a fixed vault. like stomach. no exits.
- [+] bug: addmosnter() not setting lf->born when autogen = false
- [+] bug: monsters trying to pick up objects with f_nopickup
- [+] gods shouldn't flee after stealing.
- [+] regenerating troll corpses!
    - [+] F_REVIVETIMER v0 = cur v1 = max.  if v0 = v1, change object
          to race v2. 
    - [+] + troll corpses do NOT decay.
- [+] worm stomach now uses tag:stomach rather than f_vaultisstomach
- [+] fire sprite should drop corpse AND fire


--This linee and those below, will be ignored--

M    nexus.c
M    attack.c
M    text.c
M    objects.c
M    vault.c
M    lf.c
M    data.c
M    map.c
M    spell.c
M    defs.h
M    ai.c
M    vaults/stomach1.vlt
2012-01-12 05:16:01 +00:00
Rob Pearce bbaca368e7 - [+] make ring of invisibility also drain your hp!
- [+] monster with tremorsense can 'hear'
- [+] allow attacking of wall cells with normal melee attacks
    - [+] glass should shatter
- [+] option: stop running on hearing a sound
- [+] make describerace use downline().
- [+] make certain strengths and weaknesses not show up in player
      selection
- [+] An uncursed manriki wraps around the hawk.  The hawk falls to the
      ground.
      A black bear comes into view.
      You critically scratch #.  The black bear roars.
    - [+] check construct_hit_string.
    - [+] i was hitting a hawk.
- [+] still some entrances overlapping glyphs.
    - [+] genericise checking code in fix_Reachabilty
    - [+] Also: in fix_reachability, disallow linking to cells which:
        - [+] are adjacent to a door
        - [+] are part of a vault with maintain_edge, and are 't marked
              as exits.
    - [+] looking a bit better now...
- [+] incorrect glyph colour for animated zombies
- [+] grow/shrink potions? to change lf size to fit armour.
    - [+] resizelf()
    - [+] modification spell (l2)
        - [+] grow
        - [+] shrink
    - [+] potions
        - [+] cursed growth does shrink
- [+] make rare monsters / objects only sometimes be known.
2012-01-12 01:28:07 +00:00
Rob Pearce 4cff04558c dentifying one map shouldn't identify all maps???
- [+] only show map name if it is IDENTIFIED, not just known.
- [+] don't allow jumping onto impassable object
- [+] food doesn't rot if it's on ice
- [+] rename fly to gnat
- [+] 'reflection' mod for shields
    - [+] bounces thrown objects stuff back
2012-01-10 05:05:40 +00:00